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, 5201-5300.
Thing
You may shuffle the draw pile once per turn.
Thing
Enters play with between 1 and 3 Fuse tokens on it.
At the start of your turn, if this has Fuse Tokens on it, remove one; otherwise, destroy all Things.
Alpha Centauri
Thing
At the beginning of your turn, turn Alpha Centauri 90 degrees clockwise. When you turn it back right-side up, you win the game.
Card by curtmack
Power Nine
Thing
Action: Choose one - Shuffle the discard pile back into the deck, and all players discard their hands and draw five cards; or draw three cards; or take an extra turn after this one; or create a token of any type you choose; or create three tokens of any one type you choose, then destroy Power Nine.
Because none of us is as broken as all of us.
Card by curtmack
Just Start Pushing Buttons At Random
Action
Pick a Thing and flip a coin. On heads, take control of it. On tails, destroy it.
See that one button, next to the other button? It's the one just below that one.
Card by curtmack
Thing
This card cannot be played except by the rules dictated on this card. If a card destroys a card belonging to the holder of this card, they may play this in the place of the said card. This card's text then changes to be the same as the card it replaced, and the name changes to "Backup (Original Cards Name)".
*Backups a Backup System*
7Y
Paper Powered Devastator
Thing
For every turn this card is in play, you must discard a card.
Action: Discard one card from your hand to destroy two cards of your choice
Far more energy efficient than your garden variety Devastator.
Thing
As long as this card is in play, the owner may call for a vote on any card played or any action ability used. If more than half of those playing/watching the game vote against it, the card is destroyed.
It's like Throne, but... fairer
It's coooomiiiiing...
Action
You may sacrifice 20 Things you control. If you do, you win the game. If you don't, you must say this card's name in an ominous voice, then put a Thing token into play and return this card to your hand. Thing tokens count as Things for all intents and purposes.
And it's not Santa Claus.
Card by curtmack
Atlus
Thing
No player can win as long as Atlus is in play.
Action: Destroy Atlus.
"We get off on your tears."
Card by curtmack
()2
Cornervalue Investigation Drone
Thing
Whenever a card with a cornervalue containing a number is played, flip a coin. If it comes up heads, the owner of this card draws a number of cards equal to the number in its cornervalue, with a max of 5. If it comes up tails, the owner of this card discards the same number.
A unpredictable machine built by a long-dead Mage.
()3
Cornervalue Eating Drone
Thing
Whenever a card with a cornervalue is played, flip a coin. If it comes up heads, this card destroys a number of cards equal to the number of symbols within said corner value. If it comes up tails, the owner of this card destroys or discards their own cards until you have lost the same number.
The eventual killer of its creator.
()0
Cornervalue Vortex Machine
Thing
Every turn this card is in play, flip a coin. If heads, all cards with cornervalues in play(except for this one) are destroyed, and all cards with cornervalues in people's hands must be discarded. If tails, all cards act as though they have no cornervalue.
A prototype of the long-dead mage's mysterious cornervalue research.
Guardian-Variety Vegetable
Thing
Play this only onto a vegetable you control.
Things you control can be destroyed only by being eaten.
Cold Snap
Action
Destroy all Tokens target player controls. That player draws no cards during their turn.
Token Density Amplifier
Action
Destroy all Things that have a Token on them.
(M)
Undead Cornervalue Ruler Mage Tetrivious
Thing
While this card is in the field, everytime a card with a cornervalue is played, it becomes property of this card's controller.
They said he was long dead. They never said he wasn't walking.
Thing
If played on MUSH: Every turn this thing is in play, all players guess a number, then draw a card. If the card's number is within 15 or less of the number, they get to keep it.
If played otherwise:This card counts as blank.
Totally not based off a Magic: The Gathering creature card.
$2 Pay
Average Salary Man
Thing
Every turn, this card gains two money tokens.
He'll never get anywhere in life.
Disk Jockey
Thing - Party Member
When you play a Thing with the same title as a song, you may discard another card with the same title as a song. The Thing gains the text of the the discarded card, preceded with "Action:" if an Action was discarded this way.
He's good with music, but he smells like teen spirit in the sky.
Sandstorm
Action
Flip a coin for each player. On a heads, that player discards a card. On a tails, that player destroys a thing they control.
The Sound Of Silence
Thing
If a player plays no cards on their turn, they gain control of this card and draw a card.
Win
Race You to the Bottom
Thing Rule
While this card is in play, whoever draws the last card on the draw pile Wins the game.
Thing
At the beginning of your turn you may put a card from your hand under this card. your max hand size is the number of cards under this card. Action(global): exchange a card in your hand for one under this card. Action: exchange a thing in play with a card under this card. if it is an action perform it immediately.
Jolly Roger
Thing
Action: Take all money tokens from another player destroy all those tokens at the end of our turn.
Thing
Once during your turn, gain a Wormhole Token OR take an Action for each Wormhole Token you control.
5 Actions:Draw a card
This one alien artifact can channel more energy than the combined North American power grid.
Thing
At the start of your turn, put a Time token on this.
Action:Destroy this and all tokens on it. Draw a card for each token you destroyed.
Action
Destroy three Things you control. Take an extra turn after this one.
Thing
Whenever a player plays an Action card, that player puts a Deed token into play.
If a player has ten Deed tokens at the beginning of his or her turn, he or she wins the game.
Thing
When Purchasing Power enters play, put 6 Money tokens into play.
Action: Destroy 3 Money tokens you control and play a Thing.
Action
Gain a token that's a copy of a Thing in play and/or put three tokens that are copies of any token into play. You may distribute the tokens among any number of players.
If you do both, discard a card and destroy a Thing you control first.
Originality is highly overrated.
Action
If you have no cards in your hand, draw four cards; otherwise, draw two cards.
Action
Target Thing gains the text "At the end of your turn, destroy this".
Thing - Node
Action and Thing: Search the top 10X cards of the draw pile, where X is the number of Nodes you control, for up to X cards and put them into your hand. Then destroy Research Node.
Thing - Node
Things with Node counters on them are Nodes.
When Converter Node leaves play, remove all Node counters from the game.
Action: For each Node you control, put a Node counter on a target Thing.
Thing - Node
At the beginning of your turn, you win the game if each Thing is a Node.
Thing
Destroy this at the beginning of your tourn unless you discard a card living things cannot play action abilities.
Nothing lasts forever, Not even cold November rain.
Action
All living things perform their action abilities now.
Thing
If you play a food that isn't a type of squash destroy this. Action: destroy a squash, create a pie token.
-Of all the seasonal flavors this is the one I hate the most.
Thing - Node
Action: Search the discard pile for up to X Thing cards and put them into your hand, where X is the number of Nodes you control. Then destroy Gravedigger Node.
Thing - Node
Whenever a Node you control would be destroyed, roll 1d6 for that Node. If a Node's die roll is equal to or less than the number of Nodes you control, it isn't destroyed.
Thing - Node
Each opponent's maximum hand size is reduced by one card for each Node you control. This effect can't reduce a player's maximum hand size to less than one card.
Thing
When you play this, choose a word. If that word isn't in this Thing's name, Things with that word in their name are blank.
Power Converter
Thing
Action: Gain an Energy Token.
Action: Destroy three Energy Tokens you control to play two Actions that aren't action abilities of Power Converter.
Absorb Energy
Action
Play only in response to an opponent's Action. Negate that Action and gain three Energy Tokens.
Circuitry Tweak
Action
Change all instances of "2" and "two" on target card to "one".
Thing
This Thing enters play with a charge counter on it.
Action: Destroy a token you control and put a charge counter on this card.
Action: Remove a charge counter and destroy a token.
Action: Remove three charge counters and destroy a Thing.
Action: Remove nine charge counters and eliminate a player.
H0
dvorak pwnz u so hard rofl rofl rofl
Action
Target player shuffles his or her hand and all Things he or she controls into the draw pile. All tokens that player controls are removed from the game.
lawlz ur ++l n00b im made of teh winz!!!111!!
Thing - Node
Action: Target opponent reveals one random card in his or her hand to you for each Node you control. You may put one of the revealed cards into your hand.
Time Machine
Thing
Action: Discard your hand and gain a Dodgeball Token for each card you discarded.
Action: Give a Dodgeball Token you control to an opponent and destroy a Thing that player controls.
So I guess it's not so much a time machine as it is a dodgeball cannon.
Thing
Each player rolls 1d6 twice at the beginning of his or her turn. The result on the first roll is the maximum number of Things that player may play this turn, and the second result is the maximum number of Actions that player may play this turn.
We should be due for a crescendo any minute now.
Card Advantage Means Nothing Here!
Action
Each player, beginning with you and going in turn order, draws ten cards. (The cards are drawn all at once)
You may play another Action this turn.
With so many different contributors, thousands of cards and no constant win condition, the chances that the cards you have in your hand will actually help you win this game are insignificant.
Thing
At the end of your turn, put a sparkle counter on Magical Unicorn.
Whenever another player gains control of Magical Unicorn, remove all sparkle counters from it.
At the beginning of your turn, if Magical Unicorn has six sparkle counters on it, you win the game.
Never pass up a chance to hunt for unicorns.
Thing
Whenever you take your fifth Action in a turn, you win the game.
Action:You may take an extra Action next turn.
9f
Nondeterministic Factory
Thing
Thing:Gain a Mystery Token.
At any time on your turn, you may destroy one of your Mystery Tokens to play an extra Thing.
Whenever you play your fourth Thing card of a turn, you win the game.
Thing
You may destroy this at any time (even during an opponent's turn) to play a Thing.
Note to self: Kevan does not like surprise promulgs.
Action
Put target non-token Thing into your hand.
"You don't know how to use it anyway."
Quest for Dominance
Thing
No player controls Quest for Dominance.
At the beginning of each player's turn, that player wins the game if no other player controls a Thing.
Action
Gain control of target Thing until end of turn. You may take another Action this turn, but that Action can only be used for that Thing's Action abilities.
"I swear to return it, but I take no responsibility for its condition at that time."
Forgery
Thing
When you play Forgery, look at an opponent's hand. You may have Forgery come into play as a copy of a Thing in their hand, plus the text "Destroy this Thing when there is another Thing in play with the same name."
Quest Of Demonslaying
Thing
No player controls Quest Of Demonslaying. You may not play this card if there is a Lovecraft-related card in play. If a player destroys a Lovecraft-related living Thing, that player wins.
Perfect Insanity
Thing
Your max hand size is reduced by 1. If at any time your max hand size is -5, you win.
Nyarlathotep, the Crawling Chaos
Thing - Outer God
When an opponent's draw step ends, if he doesn't have a Pawn token, he discards a random card and puts a blank card into his hand. Blank cards must stay blank.
A player may reveal a hand of only blank cards to discard his hand and put an indestructible Pawn token into play.
You control each player with a Pawn token.
When only one player has no Pawn tokens, eliminate him.
Quest for Knowledge
Thing
When a player draws seven or more cards in one turn, that player wins the game.
Library of Secrets
Thing
Thing: Put a Book token into play.
Action: Destroy any number of Book tokens you control and draw that many cards.
The secrets of the universe are available to anyone willing to study them.
Big Lipped Alligator
Thing
All Things in play except this one are blank.
At the beginning of your turn, destroy this.
Well THAT was random.
Card by curtmack
Yog-Sothoth, the Beyond One
Thing - Outer God
Each player gains a Chaos token at the beginning of his or her turn.
For each Chaos token a player controls, that player's max hand size is one card less and he draws an extra card on his draw step.
When a player's max hand size is 0, eliminate him.
Action: Each player gains a Chaos token.
Action: Each player sacrifices a Chaos token.
Sledge Smash
Action
Destroy target Thing. That Thing's controller discards a card at random.
Thing
At the beginning of your turn, gain a Fire token.
During your turn, you may destroy three Fire tokens you control to play an additional Thing.
Thing, Legendary Failure
As long as you control IG, you cannot win the game.
At the beginning of your turn, excange IG for control of another Thing.
Hello, Youtube.
Thing
Generates one money counter at the beginning of each turn
"What better way to MAKE money?" ~The Colonel
AV
Valor's Hatred Generator
Thing
At the beginning of each turn, place one Pawn Counter into play under your control
Thing
Action: Put the bottom card of the draw pile into your hand.
Scholarly Chastisement
Action
Target player discards one card at random for each card in your hand.
Thing
Players may propose to add, change or repeal rules. If an objection to a proposed change is raised, all players vote on whether the proposed change is implemented.
When Democratic Calvinball leaves play, changes to the rules made while it was in play are repealed.
Mindbreak
Action
The player with the most cards in their hand discards 2 cards.
Card Vortex
Action
You must discard a card to play Card Vortex.
Each opponent flips a coin. On a heads, that player discards an Action or 2 Things. On a tails, that player discards a Thing or 2 Actions.
Call On Forbidden Knowledge
Action
Draw 4 cards. Your max hand size is reduced by 4 this turn.
Patsy
Action
Put a card from your hand into target opponent's hand. On that player's next turn, he or she plays that card and you make any decisions required for it.
"And if anyone asks, you didn't see nothin."
Thing
When Wandering Giant enters play, destroy another Thing and draw a card.
At the end of your turn, if Wandering Giant entered play this turn, target opponent gains control of it.
At the end of your turn, if Wandering Giant didn't enter play this turn, destroy another Thing, draw a card and shuffle Wandering Giant into the draw pile.
Quest for War Spirit
Thing
When a player destroys six or more Things controlled by opponents in one turn, that player wins the game.
ACTION
Select one type of token you control. Put 499 more of those types of tokens into play under your control.
...No, it's pronouced 'see-dee-EX-six'...Because 499 seems unfinished...
THING
Counts as a pawn.
At the start of your turn, Put 2 pawn tokens into play under your control.
At the end of your turn, destroy 1 pawn token you control.
I just wish he'd start recruiting henchmen that didn't die all the time.
Thing
Whenever a player puts tokens into play, that player puts twice that many tokens of that type into play instead.
Whenever a player puts counters on a Thing, that player puts twice that many counters on that Thing instead.
Relegate
Action
Put target non-token Thing on the bottom of the draw pile.
Thing
Whenever a Thing's Action ability is activated, you may discard a card to destroy that Thing. (The Action ability occurs before the Thing is destroyed. If The Queen of Hearts leaves play as a result of that Action ability, the Thing is still destroyed.)
"Speaking of axes, off with her head!"
ACTION
Discard a card.
Look at target opponent's hand and take two cards from it
Avarice has it's price.
REACTION
If a THING an opponent controls targets you, your hand, or any THING you control, counter that ability.
AV
The Spider's Chessboard
THING, Legendary Stage
As long as this card remains in play under your control, your opponents cannot play ACTIONS.
Because I'm king on this chessboard.
Hades' Errand
Thing
When the number of cards in the discard pile is greater than the number of cards in the draw pile, you win the game.
Restore
Action
Return a Thing card from the discard pile to play under your control.
Power Linking
Thing
Each Action card that's played on its controller's turn has "You may take another Action this turn. That Action can't be used for a Thing's ability." added to the end of its text.
Thing
At the start of each turn, gain one Null token. Action: Discard one Null token and choose a player. That player's Things cannot use their Thing or Action abilities next turn.
The power of nullification...
Thing
At the start of each turn, gain one Null token. Action: Discard one Null token. The next time any Thing or Action other than your own would directly affect the Things you own, nothing happens to them.
A member of the null set...
Thing
The Nothing cannot be destroyed by anything other than itself. Action: If there is not already a copy of the card Null Rapier and/or Zero Wing in play, you may summon it/them to your hand. Action+Thing: Destroy all copies of Null Rapier and Zero Wing you control. Discard 20 null tokens. You may destroy any 5 Things belonging to the target player and may take control of another 5.
Null and void.
Smoke Bomb
Action
You may play Smoke Bomb at any time.
Leave the game. (Things you control stay where they are. Your hand leaves the game with you. If you play Smoke Bomb in response to being eliminated, you aren't eliminated). You may return to the game at any time.
Smoke Alarm
Action
Destroy all Things designed by gill_smoke.
Redo
Action
Search the discard pile for an Action card and put it into your hand.
Thing
Shade can not have any Tokens on it. Action: Remove Shade from the game. At no point may Shade return to the game.
He has no friends, either.
Action
Each Thing is a copy of target Thing until the beginning of your next turn.
You may take another Action after this one.
Thing
Whenever a card with a number-letter or letter-number cornervalue is played, any player may play a card with the same number or letter in its cornervalue as the card most recently played.
Fascism
Thing
No player can have a maximum hand size other than five cards.
Players can't play cards during other players' turns.
Players can't draw additional cards on their draw steps.
Players can't play more than one Thing or more than one Action during their turns.
Wartime Holds No Rules
Thing
This card cannot be destroyed. Anyone may choose to use an Action ability of a Thing they own(on their turn) without using up their action, then put a Latency Token on it. Cards with Latency Tokens on them can't use action abilities. Latency Tokens are removed at the end of the turn. Sacrifice this card if it has been in play for 7 turns.
CHAAAAARGE!
Action
Immediately play all cards in your hand. All things with Action abilities that are played this turn use them immediately.
"GLORY TO THE FIRST TO DIE!"
Biomorphic Transmuter
Thing
Action: Copy a sentence not containing the words win or lose from one thing onto this one, in any place you like.
Action: Copy a sentence not containing the words win or lose from this thing onto another one, in any place you like.
It fiddles with the rules of our universe. Just ignore it.
ACTION
Ban a card. (All copies of that card in play, the discard pile, players' hands, or in the draw pile are removed from the game.)
I co-chaired the committee that reviewed the reccomendation to change the color of the book that regulations in. We kept it gray.
THING
ACTION: Sacrifice 5 pawn tokens, destroy 5 target THINGS
AV
Malfunctioning Washing Machine
THING
Phasing (At the beginning of every turn, flip this card over. While face-down, this card cannot be targeted, and its ACTION ability cannot be played)
ACTION: Target card in play becomes blank. It has no color, cornervalue, text, flavor text, name, or card author.
Card's Ghost
Thing
When you play this thing, discard a card. This card does not use up your one thing per turn. If any player discards a card, or destroys one, create a copy of this card (lacking this sentence) under the control of the player who lost the card.
What, you thought cards just disappeared?
A Tale of Cards
Thing
This card's text is the text of all other cards in play, in alphabetical order.
Slippers Of God
Thing
Action: Destroy Slippers Of God. Destroy all Things belonging to a single player. This ability is instantly activated if an opponent plays a thing based on Sea-Life, without using up an Action.
"You may not have noticed, but I threw my slippers at the beast!"
Action
This turn, you may play as many Actions as you wish.
Get to work! Hurry!
Thing
Action: Eliminate yourself from the game.
Urk~
Combo Extender
Action
Draw a card. If this isn't the first Action you've played this turn, play up to two extra Actions.
Combo Breaker
Thing
If a player would play an Action in a turn in which they have already played an Action, instead destroy Combo Breaker and end the turn.
Flash Transfer
Special
In response to an Action or Thing being played, you may discard this card and another card that can be played or discarded during an opponent's turn. If you do, play any card from your hand.
6X
Mystic Space Cobra Queen
Thing
When you are the only player with cards in his or her hand, you win the game.
The Mystic Space Cobra Queen solidifies her galactic sovereignty by depriving all would-be usurpers of resources.
Action
Destroy two Things, then draw two cards. You have no maximum hand size this turn. That feels pretty good.
"When you're as pro as me, you don't even need to know how you do awesome stuff. You can just do it."
Scattershot
Action
When you play Scattershot, you may discard any number of cards.
Destroy a Thing, then destroy another Thing for each card you discarded.
Thing
At the start of your turn, create 1 Nerve token under your control.
Action: Destroy 3 Nerve tokens. You may perform 2 additional Actions this turn.
Thing
At the start of your turn, create 1 Nerve token under your control.
Action: Destroy 3 Nerve tokens. You may look at the cards in all other players' hands this turn.
Thing
At the start of your turn, create 1 Nerve token under your control.
Action: Destroy 3 Nerve tokens. Choose an opponent. When it is next that opponent's turn, you may take it for them.
Y6
Card Games on Motorcycles
Thing
No player controls Card Games on Motorcycles.
When Card Games on Motorcycles enters play, each player gets a Motorcycle token.
If a player controls a Thing that isn't a Motorcycle token, Motorcycle tokens that player controls can't be targeted.
At the beginning of each player's turn, eliminate him or her if he or she doesn't control a Motorcycle token.
Thing
When Brain Transplant enters play, put a Surgery counter on a non-token Thing and a Surgery counter on another non-token Thing.
The text of each Thing with a Surgery counter on it is replaced with the texts of each other Thing with a Surgery counter on it.
Action
Destroy target Thing OR destroy two target tokens.
You should always try to get the most out of your resources.
Mega Throne
Thing
Players must ask your permission when changing the gamestate in any way. If you say no, the gamestate is not changed.
You must discard 10 cards from your hand in order to play this card.
Elf Wizardry
Action
Destroy a Thing OR put an Action card from the discard pile into your hand.
Confused Flashback
Action
Shuffle the discard pile and place it on top of the deck.
Then put this card in the discard pile.
Flagellist
Thing
Action: Discard a card.
Action: Destroy a Thing you control.
He cleansed himself of both his sin and his health.
Semiclockwise
Thing
Whenever a player's turn ends, that player chooses an opponent who didn't choose that player at the end of his or her last turn. That opponent takes a turn.
You've never seen a clock behave like this before.
Higher Plane
Thing
Each number in each other card's rules text is increased by 1. "A" and "an" are treated as "one", and "no" is treated as "zero".
Even if both sides are aided equally, it's hard to call the situation balanced.
action
take the top 10 cards from the deck and force each player to take turns playing them. if a card is complicated or doesn't apply discard it.
Don't think, do.
Card by moongodjon
thing
Action: give turn player a 3 second notice to end their turn.your turns must take 3 seconds or less.
Faster!!!!!NOW!!!!
Card by moongodjon
action
play any other card another played during their last turn. If it's an action take it from the discard pile, If it's a thing take it from the other player.
Gimmey.
Card by moongodjon
Thing
When Carrot Mutant enters play, return a Thing card from the discard pile to your hand.
Action: Destroy a token.
Thing
When Lazy Student enters play, choose an opponent. Whenever the chosen opponent draws a card, you also draw a card. You can't draw cards any other way.
"I'll pay you ten bucks to write my history essay."
Action
Return a Thing to its controller's hand. That player discards his or her hand.
Call On Extraplanar Knowledge
Action
You must discard a card in order to play this. Choose a random card from the Unplayable Dvorak Deck and add it to your hand. You may not play it this turn.
Heat Flare
Action
Place a Flame Token on target Thing, then destroy all Things with Flame Tokens on them.
Cold Flare
Action
Place an Ice Token on target Thing, then destroy all Things with Ice Tokens on them.
"No Soup for You!"
Action - Reaction
Play in response to an opponent drawing cards, gaining tokens, putting counters on Things or playing a Thing.
Cancel that event.
"It Is a Silly Place"
Action
Each opponent shuffles two non-token Things he or she controls of his or her choice into the draw pile. You discard a card and destroy three Things you control. Each player may put a Thing from his or her hand into play. Each opponent draws a card. Draw two cards, then discard four cards, then draw ten cards.
You may take another Action this turn.
"That's What She Said!"
Action - Reaction
Play in response to a player playing an Action card or using an Action ability.
Choose a player. Treat that card or ability as though the chosen player played or used it. (That player doesn't get to change any decisions that might have been made for the Action.)
Mathematical Anti Telharsic Harfatum Septomin
Thing
Use of MATHS enables you to optionally draw an extra card at the beginning of your turn.
The Best Defence
Action
Destroy target Thing. Things you control may not be destroyed until your next turn.
Energy Flare
Action
Place an Energy Token on target Thing, then destroy all Things with Energy Tokens on them.
Attack Combo Engine
Thing
Whenenver you play an Action, if that Action destroys a Thing, you may play another Action card this turn. Whenever you play a card (besides this one) that does not destroy a card, your turn ends.
Second Sight
Thing
You may look at the top card of the draw pile at any time.
Let's Twist Again
Action
Each player, beginning with you and going in turn order, may return an Action card from the discard pile to his or her hand.
Shuffle the draw pile.
"Is it a bird? Is it a plane? It's the Twister!"
Minsky's Burlesque
Thing
Each numerical value in Action abilities or on Action cards is doubled (treat "a" and "an" as "1").
Serve it up hot
And what have you got?
A Minsky's burlesque show!
Thing
When M27-Assualt Potato comes into or leaves play, destroy target non-vegetable animate Thing.
The M27 was a short lived but fruitful release from B.I.O-War Industries, successfully routing several Animalian troops before being out-moded by the M33-Flying-Assault Tuber.
Thing
Whenever you play a Thing, you may attach Midnight Cloak to it. If you do, that Thing may activate an Action ability on it once per turn without using your one use per turn.
Made of darkness, and rather hard to trim.
Crow's Nest
Thing - Pirate Tool
Whenever you play a Pirate, put a vision token on it.
Things with vision tokens on them cannot be the target of effects.
Thing
A Thing with an Ice counter on it has only the text "Action: Remove an Ice counter from this Thing."
Action: Put an Ice counter on a Thing other than Frost Giant.
Thing
When Eon Jar enters play, return each other Thing to its controller's hand and remove all tokens from the game.
Each player has no maximum hand size.
Shrimp Boat
Thing
Whenever you draw a card, put a Shrimp token into play.
Whenever an Action an opponent controls would cause you to discard cards, you may destroy any number of Shrimp tokens you control. For each Shrimp token destroyed this way, don't discard a card.
Shrimp are easy to catch and almost absurdly useful.
Creeper
Thing - Abomination
Action: Destroy Creeper and any three other Things.
That's a nice everything you have there. It'd be a shame if something...
happened to it...
sssssssssSSSSSSSSSSSSSSS
Token Bomb
Action
Name a token type and choose a random token in play of that type. Destroy that token and a Thing belonging to its controller.
"What do you mean you forgot which zombie you put the bomb in?"
Thieves' Amulet
Thing
Whenever the player on your left plays a Thing, you may take control of it and give Theives' Amulet to the player on your right.
It makes everything easier to steal, particularly itself.
The Season of Harvesting
Action
Take X cards (X=the number of players) from the deck and show them on the table. From the player playing this card, each player choose a card in the cards previously drawn.
Card by Velicue
Lazy Koala
Thing
Action: Skip your phase of discarding your cards if you have more than five cards in hand.
Card by Velicue
The Beauty
Thing
Every time you are ordered to destroy one thing or token of you, you can discard a card in your hand instead of destroying the thing or token.
Card by Velicue
Genie Lamp
Thing
Action: Look at the top fifteen cards of the draw pile, choose three of them, put them into your hand and put the rest on the bottom of the draw pile in any order. Then destroy Genie Lamp.
Poltergeist
Thing
At the beginning of each player's turn, before drawing a card, that player reveals the top card of the draw pile and plays that card if able. That card doesn't count towards that player's per-turn limit. If the player is unable to play the card, put it into the discard pile.
Chest of Potential
Thing
At any time, you may destroy Chest of Potential. If you do, play an Action card from your hand.
Counter Snatcher
Thing - Pirate Thief
Counter Snatcher cannot have counters or tokens placed on it.
Action:Remove a counter or token from each card in play with counters or tokens on them.
Commander Vizificus
Thing - Pirate Captain
All Pirates may use an extra Action Ability on their turn.
Action: Put a Pirate Token into play.
Marine Captain
Thing - Pirate Captain
Marine Captain cannot be destroyed by Actions.
All Pirates gain "Action: Put a Black Spot Counter on target Thing."
Cards with 3 or more Black Spot Counters on them are destroyed.
Thought Slice
Action
Look at target opponent's hand and choose a card from it. That player discards that card.
Stopping others from knowing is half the battle.
Bear Trap
Thing
Whenever another Thing enters play, you may destroy Bear Trap and that Thing.
Laser Grid
Thing
Whenever a Thing's Action ability is used, flip a coin. If it comes up heads, destroy that Thing.
Technology is never as reliable as we would like it to be.
Choice Banded Slaking
Thing
Action and Thing: Destroy target Thing and return Choice Banded Slaking to your hand.
Lass
Action
Each player reveals their hand and shuffles all their Action cards into the deck.
DD-Tar
Thing
Action: Erase the next sentence on this card.
You may not use DD-Tar's second Action Ability.
You still may not use DD-Tar's second Action Ability.
Action: Destroy target Thing.
Action
Activate an Action ability of a Thing you control three times, then destroy that Thing.
Frailty
Thing
Whenever a Thing becomes the target of an Action, destroy that Thing after that Action's normal effects are applied.
Climb a Tree
Action
Until the beginning of your next turn, you and Things you control can't be the targets of Actions your opponents control.
Nobody can find me.
Action
Destroy any number of your things. Then, if that number was at least...
0:Gain two tokens of any type
2:and draw a card
4:and each opponent discards a random card
8:and gain control of target Thing
16:and eliminate target player.
Action
Target opponent with cards in their hand reveals one. If they reveal...
an Action, they discard their hand
a Thing, destroy up to two of their Things
Both, do both
Neither, eliminate them.
Thing
Action: Destroy target token.
Action: Gain control of target token.
Action: Gain a token that shares a type with a token you control.
It was a tiny realm, to be sure, but she was a tiny queen.
Action
Put the top X cards of the draw pile into the discard pile, where X is the number of players.
"You should be more careful with that stuff!"
Thing
Action: Each player discards a card at random. Then each player who discarded a card, starting with you, draws a card.
In all the universe, you will not find a being less interested in the secrets of chaos sheep than one of the sheep themselves.
Will To Live
Thing
When a Thing you control would be destroyed, you may instead play Will To Live from your hand onto that Thing.
The Thing Will To Live is attached to cannot be destroyed.
At the end of your turn, put Will To Live and the Thing it is attached to into the discard pile.
It's 5 O'Clock Somewhere
Action
Name a city other than Margaritaville as you play this card. If it is within 5 minutes of 5:00 pm in that city, draw 5 cards.
Synchro Engine
Thing
For each creator by whom you control at least 2 Things, you may play an extra Action each turn.
Action
Destroy a Thing. Its controller looks at your hand.
If the shock doesn't kill, the rush of insight will.
Thing
Action:Choose one option for which you have at least the indicated number of living Things.
1:Gain a Follower token.
4:Gain control of a living Thing.
10:Gain a Follower token for each living Thing you control.
1000:Win the game.
Blurt Out
Action
Target opponent plays a card at random from his or her hand.
Thing
Replace "opponent" with "player" on each other Thing you control and on each card you play.
"You have bested my finest fighters. But can you defeat...yourself?"
Turn of the Wheel
Action
Put your hand on the bottom of the draw pile, then draw a card for each card put on the bottom of the draw pile this way.
Thing
If a player plays exactly one card on their turn, destroy About To Crash and all Things that player controls. That player discards his or her hand.
Thing
Play this under any player's control.
Whenever a Thing you control is destroyed, discard a card.
6C
The Test That Stumped Them All
Thing
All player's max hand sizes are reduced by 5.
Runner's High
Thing
At the end of your turn, if you played an Action card this turn, draw a card.
Thing
Action: Destroy a Thing you control other than Carrion Catapult to have target opponent gain a Carrion token.
At the beginning of each player's turn, before drawing a card, that player discards a card for each Carrion token he or she controls.
Action
Destroy target Thing, then destroy each Thing that shares a name with that Thing.
"The whole idea was just bad."
Action
Return target Thing to its controller's hand. That player discards two random cards.
Thing
During opponents' turns, you and other Things you control are not in considered to be in the game.
Thing
At the end of your turn, flip a coin, then discard your hand and draw that many cards. Draw one less card if the coin was tails.
Rig
Action
Put a card from your hand on top of the draw pile.
Bullet Hell
Thing
At the end of your turn, destroy five Things at random other than Bullet Hell.
At end of turn, if Bullet Hell is the only Thing in play, destroy it.
Magical Flying Wizard Girl
Thing
Action: Discard a card to destroy target Thing that doesn't have an Action ability.
Skreyebane Of The Dead
Thing - Pirate Zombie Captain
All Pirates are also Zombies.
As long as Skreyebane is in play, you control all Zombies.
Action: Target Thing becomes a Zombie.
Thing
At the beginning of your turn, before your draw step, destroy Super Saiyan 3 unless you discard six cards.
Action: Destroy up to five target Things.
Action
Destroy four target Things. Shuffle Kamehameha into the draw pile instead of putting it into the discard pile.
Super Saiyan 4 Kamehameha x10
Action
You can't play Super Saiyan 4 Kamehameha x 10 if you've played a Thing this turn.
Remove all Things you don't control, all cards in your hand and Super Saiyan 4 Kamehameha x10 from the game. You can't play a Thing this turn.
The power to destroy planets is serious business.
Action
Destroy a Thing and reveal the top card of the draw pile. If you revealed a Thing card, the destroyed Thing's controller plays it.
It could turn you into a super mutant. Or it could just kill you
Thing
Action:Target opponent reveals two random cards from their hand. You may have them discard one and draw a card.
Action
Reveal the top card of the draw pile. If its creator is:
Bucky:Unavoidably move a Thing to the discard pile
Corrigan:Eliminate an opponent
ChippyYYZ:Destroy a thing, return this card to your hand, and discard a random card.
Kevan:Pick a word. Destroy all Things which have that word on them.
Anyone else:Just destroy the Thing already.
Bullet Heck
Thing
At the end of your turn, destroy two Things at random other than Bullet Heck.
At end of turn, if Bullet Heck is the only Thing in play, destroy it.
For those who lack the guts, skill, or quarters.
Kill It With Fire
Action
Destroy target Thing with fire.
Remake
Action
Return a card from the discard pile to your hand. Each opponent may discard any number of cards to change, delete, or add that many words on the returned card.
Never as good as the original.
Supermaximum Capacity
Thing
When Supermaximum Capacity enters play, you gain control of all Things.
You can't play Things.
You can't gain control of Things other players control.
You can't gain tokens.
Thing
At the beginning of your turn, before your draw step, you may look at the top two cards of the draw pile. If you do, you may put one or both of those cards on the bottom of the draw pile in any order.
Ghost Woods
Thing
Each player may play any number of cards with different titles during his or her turn.
Each player may use only one Action:, Thing: or Action and Thing: ability during his or her turn.
Whenever a player plays a card or uses an ability, each of his or her opponents, starting with the next one in turn order, draws a card.
Chewbacca Defense
Thing
Whoever controls this Thing may bark out questions at random opponents at any time, regardless of turns. If the opponent fails to answer your question, no matter how ridiculous, or complains, then the opponent must destroy one Thing under their control.
Ha! You didn't answer my question, so that means I'm right!
Card by Morning of the logicians
Thing
Action: This action may be taken in response to one of your Things being destroyed, including this one. Instead of destroying it, discard the card and search through the deck for a Thing, taking the first one you see. Replace the destroyed Thing with the new Thing.
The Universe is a wheel, and I'm takin' a ride, baby.
Card by Morning of the logicians
Thing
Play on a living Thing. At the start of subject Thing's controller's turn, he or she discards a card. Subject thing has "Action: Move Shock the Monkey to another living thing that it has not been played on yet."
Watch the monkey get hurt.
Thing
Action: Destroy target Thing you control.
Action: Destroy target Thing played on a Thing you control.
If you do not not want to not receive more email from us, don't not click here.
Whirligig
Action
Each player counts the number of cards in his or her hand, then reveals his or her hand. Shuffle all the cards in all players' hands into a pile and deal cards out from it until each player has the number of cards in hand he or she counted.
"Whirligig" is fun to say.
Antique Sale
Action
Discard any number of cards. Return that many cards of your choice from the discard pile to your hand.
Plasmonid Recursion Device
Thing
At the end of each player's turn, that player may return a card from the discard pile to his or her hand.
"Is that even a word?"
Color Shift
Action
Destroy target Thing. Its controller reveals cards from the top of the deck until a card of a different color than the desttroyed Thing is revealed then plays that card. Shuffle the deck.
Color Code
Action
Draw a card for each different color among Things you control.
British Crayons
Thing
If at any time an opponent controls or plays a card with the word "color" but not "colour", put that card in the discard pile.
Draw a card when this Thing comes into play.
Thing
If Snark is in your opening hand, reveal it at the beginning of the first turn.
When you draw Snark, reveal it.
Snark can't be played.
When Snark is put into your hand from another player's hand, reveal it and you win the game.
"We have lost half the day. Any further delay,
And we sha'n't catch a Snark before night!"
Berserker's Fog
Thing
When Berserker's Fog enters play, discard your hand.
Skip your draw step.
Your maximum hand size is zero.
At the beginning of your turn, reveal the top three cards of the draw pile and play them all. Any of those cards that can't be played are put on the bottom of the draw pile in a random order.
Pointless Regulation
Thing
If a player has played an Action this turn, that player can't play a Thing this turn.
...or is it?
Spam Rush
Action
Each player reveals their hand. Create X blank Thing cards and put them on top of the deck, where X is 20 minus the number of cards by Bucky in players' hands.
Sheer Force
Action
Destroy a Thing.
Instead of playing a Thing this turn, you may discard any number of cards to destroy that many Things.
Regeneration
Thing
At the end of your turn, if you discarded a card that turn, draw a card, and if a Thing you controlled was destroyed, you may play a Thing.
T5
"We Are Not Two Men! We Are
Ten Men!"
Action
Until the beginning of your next turn, whenever a player plays an Action card or uses an Action ability, that player copies that Action ten times. Each copy may have a different target.
You may play another Action this turn.
Scryball
Thing
Whenever you would draw cards, instead draw twice as many cards, then put that many cards from your hand on top of the draw pile in any order. (For example, if you would draw two cards, instead draw four and put two from your hand on top of the draw pile.)
Thing
Whenever you play a card with a number-letter corner value, if the letter is one of your initials, you may draw a card.
Action
Return a Thing from the discard pile to target opponent's hand. That player discards two cards at random.
You'd be surprised how many problems I can solve with a broken Robofrog to the face.
Action
Return 5 Things from the discard pile to target opponent's hand. Destroy all that player's Things.
Action
Return all Things in the discard pile to target opponent's hand. Then, if that player's hand size is at least three times their hand size limit, eliminate them.
Action
Look at each opponent's hand. Choose a Thing card from one of those hands and put it into play under your control.
Is it really stealing if you didn't technically have it yet?
Action
Destroy all Things. Then each player, beginning with you, draws cards equal to the number of things he or she controlled that were destroyed this way.
Thing
Action: Target Thing's Action abilities can't be used during its controller's next turn.
My Own Worst Enemy
Thing
You count as an opponent to yourself.
Tinker
Action
Destroy a Thing you control, then look at the top 10 cards of the deck and put a Thing from among them into play. Shuffle the deck afterwards.
Forecast
Action
Reveal a Thing from your hand as you play this card.
This card has the effect of one of that Thing's Action abilities.
Thing
Whenever a Thing an opponent controls is put into the discard pile from play, you may draw cards equal to that Thing's corner value.
The true genius of some people is realized only in death.
Suction Gate
Action
Each player chooses a non-token Thing he or she controls and returns it to his or her hand.
Thing
Whenever you play an Action card, put it under Memory Tank instead of putting it into the discard pile. When Memory Tank is put into the discard pile, put all cards under it into the discard pile.
Action: Play all cards under Memory Tank, then destroy Memory Tank.
Dewitchery
Action
Choose a Thing whose text has been modified from its original text. Create a copy of that Thing under your control with the Thing's original text.
Banning Spree Combo
Thing
Action: Remove a Thing from the game. If you do not use this ability on your turn, Shuffle Banning Spree Combo and all cards removed by it into the deck.
When 64 cards are removed with Banning Spree Combo, you win.
TAMASHII GEKIDO!
Action
Draw 5 cards. You may play 3 extra cards this turn.
Action
Draw a card
Discard a card
Draw a card
Discard a card
Draw a card
Discard a card
Draw a card