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
Create 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 Thing 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 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 turn ends, if he doesn't have a Pawn token, he discards a random card and puts a blank card into his hand.
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 target 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 target 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 by any card except itself. It overrules cards which claim to destroy indestructible cards. As long as this card is in play, Thing's Action abilities can be played without using up the owners action turn. Put this card into the graveyard if it has been in play for 7 turns.
"Just to make the area a bit more... Interesting."
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.
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. That opponent takes a turn.
In a multiplayer game, a player can't choose an opponent who chose him or her at the end of the opponent's 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. For purposes of this card, "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.