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
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
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.
Action - Potion
Draw cards until you have 3 cards in your hand (minimum draw 1).
--OR--
Throw - Target opponent discards cards until they have 2 cards in their hand (minimum discard 0).
Action
You may play a card from your hand that's a different color from all cards you've played this turn. If you do, draw a card and repeat this Action.
If you've played 7 different cards this turn, win the game.
Action
Choose a token, reverse its name.
Where did I put that niw tnatsni token?
Action
Choose a thing, reverse its name.
eibmoZ? edoN? drowS?
Thing
Can't touch this
Can't touch this
Card Shark
Action
Instead of playing a Thing this turn, you may draw two cards.
Put all the cards in your hand Up Your Sleeve and draw that many cards. At the end of your next turn, put all cards in your hand on top of the deck in any order and put that many cards from Up Your Sleeve into your hand.
Neurovoid Shock
Special
When you discard this card, if you discarded your whole hand, destroy up to three target Things.
Haunted Shack
Thing
When this enters play, put the top card of the deck face-down under Haunted Shack.
Action: Draw three cards. Target opponent may play the face-down card. Then destroy Haunted Shack.
This is not a Thing
Not a Thing
You may play this card instead of playing a Thing.
This is not a Thing, and cannot be targeted as a Thing, unless you choose to allow this to be treated as a Thing (on a case-by-case basis).
Action: Append the text of the previous paragraph to target Thing. Then destroy this.
not flavour text
Action
Target opponent discards a random card. They can't take an Action on their next turn.
Action
Destroy all tokens. Shuffle all face-up cards outside of players' hands into the deck.
Take that, stray not-a-Thing.
Thing
When you play this, attach it to an opponent. At the start of each of their turns, they gain an Age token.
If a player has 8 or more Age tokens at the end of their turn, they flip a coin; on heads, eliminate them.
Disk of Fortune
Action
Choose a letter you have not already chosen and reveal the top card of the deck. If its title contains that letter, you may either set it aside and repeat this process or put all cards revealed this way into your hand.
If its title does not contain that letter, shuffle all cards revealed this way into the deck.
Space Twister
Action
Shuffle target Thing into the deck.
Thought Reflection
Action
Draw a card for each card in target opponent's hand.
Where is your card advantage NOW?
Action/Reaction
Destroy target Thing.
You may play this in response to an opponent destroying one of your Things. If you do, target one of their Things and you may destroy an additional Thing they control.
x0
Destroy the Village to Save It
Action
Set the rule text of target Thing to "This Thing is indestructible".
It's safe now.
Thing
At the end of your turn, put all cards in the discard pile under this. When this leaves play, move all the cards under it to the same place it went.
The promulg's stomach contains a pocket universe, allowing it to gorge itself endlessly.
Action
Return target non-token Thing to its controller's hand. That player gains a token of a type of your choice.
Seer of Void
Thing
Action: If you have no cards in hand, look at the top four cards of the deck and put them back in any order.
Prince of Time
Thing
At the end of each opponent's turn, put a Time Counter on Prince of Time if that player did not play an Action and a Thing.
At the end of your turn, you may remove as many Time Counters from Prince of Time as you have opponents plus one. If you do, target opponent skips his or her next turn.
Heir of Hope
Thing
Action: Gain a Token. Its type is the name of target Action card in the discard pile.
Action: This ability has an identical effect to any Action of your choice with the same name as a Token you control.
Thing
Whenever an Action ability targets Flaming Troll, you may draw a card.
Action: If target opponent doesn't target Flaming Troll during their next turn, they discard a random card if you still control Flaming Troll.
Thing
If you have taken at least four turns since an opponent played a card, you may eliminate that opponent.
Timer scamming is totally a legit tactic.
Thing
Any text referring to "target Thing" refers to this.
And it's wearing a red shirt.
Thing
Any text referring to "a random card" refers to this. If this is in a player's hand when "a random card" is referred to, the player may choose to reveal this and let this be the "random card", or may choose to keep silent.
Just lucky, I guess.
Action/Reaction
Draw a card. Target opponent discards a card.
You may play this in response to an opponent drawing their second card this turn. If you do, it targets them and they discard an additional card.
Action/Reaction
Target player plays the top card of the deck.
You may play this in response to an opponent playing a card. If you do, they discard that card instead of playing it and this targets them.
Thing
Only the first Action or Thing or Reaction ability on any Thing may be used.
Too long, didn't read.
Thing
Any nonliving Thing that uses an Action ability gets a Fatigue token. Any Thing card with Fatigue token(s) can only use an Action ability if the controller rolls a d6, scoring higher than the Thing's number of Fatigue tokens. Failure counts as an action. Any Thing with 6 Fatigue tokens is destroyed.
Action Remove a Fatigue token from target Thing.
Creeeeeeaaakkk
F1
Aftertaste of Oblivion
Action
Target player skips his or her next draw step.
As long as Aftertaste of Oblivion is the top card of the discard pile, players can't draw cards.
"I'm forgetting something, I just know it..."
F2
Aftertaste of Annihilation
Action
Destroy target Thing.
As long as Aftertaste of Annihilation is the top card of the discard pile, players can't play Things.
"I swear it was here a minute ago..."
Action
Draw two cards.
As long as Aftertaste of Wisdom is the top card of the discard pile, players have no maximum hand size.
"Well, everyone knows that."
Rhinoceros
Thing - absurd
Any player with a Rhino token may not play any card or use any card ability. Such players may destroy a Thing under their own control once per turn. If all players except one (and at least 3) have Rhino tokens, the odd player out is eliminated. Then this and all Rhino tokens are destroyed.
Action (global) gain a Rhino token, unless the last player to play did so.
Concept by Ionescu.
Action
Whenever you destroy an opponent's Thing this turn, draw a card, or two if it's a living Thing. You may play any number of extra red Actions this turn and one extra non-red Action.
Action
Destroy all living Things and all tokens. Any surviving Things become the same color as this card.
Action
Target Thing that automatically creates Tokens of a certain type, or automatically destroys Tokens of a certain type, has its text blanked. All Tokens of that type become Pointless Tokens.
2q
Swarm of Starving Rats
Action
Destroy all food and one other Thing.
Thing
When Bottled Paper is destroyed, put 3 blank cards in your hand.
Death Vortex
Thing
Whenever another nontoken Thing would be destroyed, put it on the bottom of the draw pile instead.
Crush the Poor
Action
Eliminate target player if he or she has at least four fewer cards in hand than you.(The number of cards in your hand is checked after you play this card.)
Debilitating Radiation
Action
Choose up to two target Things.
The Action: abilities of those Things can't be activated until your next turn.
Thing
Action: If your max hand size is greater than 5 and you have less than 5 cards in hand, draw a card.
Flip It Turn-Ways
Action
Exchange control of two target Things and reverse the turn order.
8^y
Scratch
Action
Shuffle all cards in play, in players' hands, and in the discard pile into the deck, then each player draws four cards.
Misleading Rumour
Action
Reveal the top three cards of the draw pile. An opponent of your choice chooses two of those cards and puts them on the bottom of the draw pile.
Draw two cards.
A clever man doesn't trust the story. A wise man doesn't trust the source.
Psychic Generator
Thing
Whenever you would draw a card, before looking at it, you may predict the card's type, then reveal it. If you predicted correctly,put a charge counter on Psychic Generator. Otherwise, remove a charge counter from Psychic Generator.
When there are four or more charge counters on Psychic Generator, you win the game.
Action
All non-token things in play change ownership to the player immediately prior to the current owner in turn order. The previous owner can choose to send any Tokens attached to the Thing(s) along with them, or not (all or nothing).
It was JUST RIGHT HERE!
Weathervane
Thing
Comes into play with a North token. This card always has exactly one North, South, East, or West Token on it.
Action: (global) Change the token on this card to another Token listed above.
When the token is...
North: No Actions may be played.
South: No Things may be played.
West: No Action abilities may be used.
East: No Thing abilities may be used.
The West wind is persistent
Thing
All Things must be played under the control of a target opponent, unless the player playing the Thing skips his/her Action this turn, and discards a card.
Looks better... over THERE
Action
Remove target Thing from play until the end of the turn. When it returns, it is destroyed.
Splat!
Thing
Action:Return target Thing to your hand if you ever controlled it this game.
Empire of Skittles
Thing
At the beginning of your turn, if you control tokens of at least five different types, you win the game.
Lit Dynamite
Thing
When Lit Dynamite enters play, you lose the game.
When you discard Lit Dynamite, you lose the game.
Action: Reveal Lit Dynamite from your hand, then discard a card at random. Put Lit Dynamite into target opponent's hand, then that player discards a card at random.
Closed-Circuit Television
Thing
Whenever you become the target of an Action or ability an opponent controls, draw a card.
Thing
Whenever a player draws a card, they gain a Toxin token.
Any player who controls 4 or more Toxin tokens is eliminated at the end of each turn.
Action
Destroy target non-living Thing with no cornervalue. Gain two tokens of any one type.
Made from 100% recycled paper
Windswept Rock
Thing
No matter what any other card says, this card may not be edited, turned over, renamed, destroyed, or blanked. It can never have a cornervalue or flavour text, and its colour may never be changed. No tokens may ever be placed on this card. The right of Goldenboots to be recognised as the author of this card is inviolable.
Forced Upgrade
Action
Destroy a Thing with no Action abilities and replace it with a Thing card from your hand that has an Action ability.
Techno-Core Generator
Thing
Action: Put a Thing you control or a card from your hand face-down underneath Techno-Core Generator.
Action: If there is a card underneath Techno-Core Generator, draw a card.
Token Booster Pack
Action
Gain three different Tokens of any types you choose, then draw a card.
Cease-Fire Aegis
Thing
If a Thing you control would be destroyed by an Action, then instead Things controlled by the player who played that Action can't be destroyed until their next turn.
When an Action you play destroys a Thing, put Cease-Fire Aegis in the discard pile.
Back in Business
Action
Bring back a card from the discard pile into game under your control.
It's indestructible until it leaves play.
...and this time we're here to stay.
Transparent Suitcase
Thing
You can put cards from your hand on the table, frontside up so everyone can see them. They still count as in your hand, but you ignore them when determining the number of handcards.
If Transparent Suitcase gets destroyed take back those cards.
Brain-Jellyfish of Mental Crippling
Thing
Your handcardlimit is reduced by 1.
At the beginning of your enemies turn (before drawing) that player discards a card.
Thing: An enemy of your choice gets 1 Braintumor token with the ability "Your handcardlimit is reduced by 1" and you get 1 Brainjuice token with the ability "Your handcardlimit is raised by 1".
No player can have more than 3 Braintumor or Brainjuice tokens.
Thing
Enters play with an Ammo Token on it.
Action:If this has any Ammo Tokens on it, remove one of them and destroy another target Thing.
Action
Return a Thing you control to your hand and draw two cards. You have no hand size limit this turn.
Thing
Action Erase a Fine Print from this card and add it to the ruletext of target Thing; toss a coin: destroy this on Tails.
Fine Print destroy this after using any Action or Thing ability
Fine Print To use any Action or Thing ability of this Thing, costs an Energy token
Fine Print Destroy this and Fine Printer at the end of your turn
Thing
If a Token with the same name as a card author is on this, no Action cards by that author may be played and Thing cards by that author are considered blank.
Thing create a Token of any type on this card.
Action and Thing (any player) Discard a card to create a Token of any type except Goldenboots on this card.
Future Echo
Action
Put a Thing you control on top of the deck, then look at the top 3 cards of the deck and put them back in any order.
Wraithform
Action
Draw a card, then set all Things you control and all cards in your hand aside until the beginning of your next turn. Skip your next turn. You can't lose the game until your next turn.
Blow Into The Cartridge
Action
Each player discards their hand. Shuffle the discard pile and all cards that have been removed from the game into the deck. Each player draws four cards.
This action cannot be countered or negated.
11
Catastrophe Prevention
Thing
Action: If this card ever leaves play or your control, all players lose the game.
"Such a doomsday device would only be an effective deterrent if everybody knew about it."
Action
Draw 11 cards, choose and play one of them. Remove the rest from the game.
"I can't change any possible futures, Mr. North, but I can pick the least unpleasant one"~Simon Slate
Thing
This card comes into play with 11 time coutners on it
Action: At the beginning of your turn, remove a time counter from North's Hourglass. If no counters remain, all players discard their hands and this card is shuffled into the deck.
Flux Capasitor
Thing
Everytime you draw a card you may choose to either draw from the discard pile or the bottom of the deck instead of drawing from the top of the deck.
Check The Sucker Box
Action
Choose: Bring back a card that was removed from game and put it in your hand; or choose a card that was created but not added to the game for some reason and put it in your hand.
It's all about the numbers
Thing
Add a time counter on this card at the end of your turn. When there are 5 or more time counters are on this card, end the game.
Numbers on cards that are not cornervalues are added to the controllers points. At the end of the game the player with the most points wins.
This card worth 10 extra points.
++
Ever-Expanding Card Game
Action
All players have 1 added to their hand limit.
Thing (Zombie)
While this is in play, all Money tokens are considered Nodes and all other Things have the additional ruletext "except during the turn this was played" at the end of each sentence. Cards with cornervalues consisting of more than one character have their cornervalues reversed (A1 -> 1A)
Spell Stowaway
Thing
At any time, if there isn't a card under Spell Stowaway, you may put a card from your hand under it face-down.
Whenever an opponent would play an action card whose title contains a character in the cornervalue of a card under Spell Stowaway, you may first play a copy of that action and put all cards under Spell Stowaway into the discard pile.
Action
Gain 3 Shield Tokens. These tokens have "If a non-Shield Token Thing you control would be destroyed by a card you don't control, destroy a Shield Token instead.
Shroud of Obscuring
Thing
At the beginning of your turn, put a Fog Token on a random Thing.
Things with a Fog Token cannot be targeted by Actions.
Other things with 2 Fog Tokens are blank.
Any time a thing has 3 Fog Tokens, remove it from the game.
Forgotten City
Thing
Forgotten City can't be targeted by Actions.
Action: Each player draws a card.
Passing Darkness
Action
Players can't draw cards until your next turn.
Instead of playing a Thing this turn, you may choose that players can't play Things until your next turn.
Remembrance
Action
Shuffle the discard pile and Remembrance into the deck.
If Remembrance is in any zone where you can read it, you may play it as though it were in your hand.
Thing
When you play Victory Feast, gain a Food token.
Action:Thing: Destroy two of your Things to gain a Food token.
Action+Thing: Pay one Food token per remaining player to win the game (minimum 3).
Action
Destroy a Thing. If its controller has a Persona, they lose 2 life.
Action
Target player with a Persona gains or loses 3 life,
OR destroy all green Things and draw a card,
OR search the deck for a card that has been shuffled into it from elsewhere, move it to your hand, and shuffle the deck.
Thoughtsieve
Thing
Once per turn, when the deck is shuffled, you may look at the top two cards. You may put one of them into the discard pile.
Whenever one or more cards would be shuffled into the deck, you may destroy Thoughtsieve to put one of those cards into your hand and the rest on top of the deck, then shuffle the deck.
Dualcharge
Thing
When Dualcharge enters play, your turn ends.
You can't draw cards.
When you play an Action, put Dualcharge into the discard pile and play a second copy of that Action.
Personal Familiar
Thing
Personal Familiar counts as both a Thing and a Player under its controller's control with 5 life and starting/max hand size 2. At the end of your turn, Personal Familiar takes a turn.
It has "Action or Thing: Move a Skill card from your hand to your controller's hand." and "Action and Thing: Reveal a card from your hand and move it to your controller's hand."
Please keep Religion out of this
Thing
This card is indestructible. Religion- and blasphemy-related cards except this one are banned. Banned cards in play are continuously removed from the game and have no effect. Players may reveal banned cards from their hand and remove them from the game to draw a card.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing — Philosopher
Action: create or destroy Number Tokens until you have 10 of them.
Action (Global): destroy two cards you control. If the addition of a number on the first card with a number on the second one gives a perfect square, gain control of Πυθαγόρας.
When Πυθαγόρας is destroyed, create a Gold Token.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Collect 1d6 Humour Tokens. Discard a card. Remove the first card of the deck from the game. Every other player destroys one Thing of his own. If a player has 23 Tokens of a kind, he doubles them. Draw 3 cards.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Infector Microtoken
Thing
Action: Destroy target non-Token Thing if its controller controls less than 3 tokens. Shuffle Infector Microtoken and a copy of itself into the deck.
Its microscopic size renders it vulnerable to organisms small enough to detect it.
Lux Cannon
Thing
Once during your turn, you may either put an Energy Token on Lux Cannon, or you may remove three Energy Tokens from Lux Cannon and remove target Thing from the game.
Action
Put a Random Token onto every Thing. Remove target Thing from play until the end of the turn. Target player plays the top card of the deck. Destroy target Thing. Repeat the effects of any Action you played on your previous turn. Each player discards his hand, then draws a card.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Draw a card for each Random Token, Homour Token and SPAAARTAAAA!1!! Token in play. If the sum of the digits of the cornervalues of the cards in your hand is 24, you win.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing
When a card would have someone create Tokens, but doesn't explicitly say to create them, what it really means is that that someone has to take that number of Tokens from another player (e.g., this applies when it says to ‘collect’, ‘put’, ‘gain’ or ‘double’ Tokens).
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Immune System
Thing
When Immune System enters play, look at target opponent's hand.
Action and Thing: Create a Token of any type. It has "You may ignore any effects that cards with the same name as this Token would have on you or your cards/tokens."
Encrypto-Ware
Action
Set aside two random cards from target player's hand face-down (they are not in play) and put two Encryption Tokens on each of them.
When either card has no Encryption Tokens on it, return that card to that player's hand.
PCR
Player Conservation Rule
Thing — Rule
If a player would lose, instead he gains an Asymmetric Rule Token with “Your maximum hand size is reduced by 1. On your turn you have only one Action or Thing”.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing — Rule
Rules and Laws, including this one, are indestructible, unremovable, undeletable, unblankable and untargetable.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Burn any paper-based item (like a book or a card) or a Rule or Law. Burned things are effectively removed from the game, but in order to resist this effect they must be specifically unburnable.
Card by
Lynx (
talk) 04:45, 6 August 2015 (UTC)
Actors' Guild
Thing
You may play an additional Action each turn.
When a player has more Money Tokens than each other player, that player gains control of Actors' Guild.
Liquidate
Action
Destroy target Thing. Its controller may gain 3 Money Tokens or 3 Water Tokens.
How literally do you want to take it?
Thing — Asymmetric Rule
This card is untargetable.
This substitutes the rules for your turn: “N is the number of other players when this card is played. At the start of your turn, you draw 5+N cards. Then you may play N+1 cards and 1 Thing's Action or Thing or Action+Thing, in any order. Your hand size is unlimited.”
You are immune to status effects (e.g., poison). If you lose everyone else in the world wins (even if they had lost).
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
3
Rock Paper Scissors Freeform Tournament
Thing
When this card is played, each player creates a Rock Token with ‘Action: destroy a Paper’, a Paper Token with ‘Action: destroy a Scissors’, and a Scissors Token with ‘Action: destroy a Rock’.
If a player hasn't any Rock, Paper or Scissors in play, he is eliminated.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Spam
Action
Create 3 Things with a title of one word, type “Thing — Spam”, and nothing else. Create also a copy of Spam. Shuffle all of these cards, and this one too, in the first 60 cards of the deck.
Card by
Lynx (
talk) 02:38, 6 August 2015 (UTC)
Rule Prohibiting Exclusion
Thing — Rule
If an effect would choose or target a card, any card in the same zone may be chosen regardless of restrictions (e.g. "target Thing you don't control", "untargetable", "search for a card named...").
If an effect would choose or target a player, any player may be chosen regardless of restrictions.
Rule Excluding Prohibition
Thing — Rule
Players can always draw and play cards. Things can always be targeted, edited, destroyed, and removed from play. Players can always take turns, win the game, and lose the game.
Thing
Action: Rotate this card 90°.
At the beginning of your turn, rotate this card 90°.
Battle Formation is indestructible while it's pointing at you. Whenever you play a Thing, you may put a damage counter on a Thing controlled by the player Battle Formation is pointing at. Destroy that Thing if it is a Token or if it already had a damage counter.
If there's an odd number of players, there's no one directly across from you.
Lawyers’ Guild
Thing
You play Rules, Laws and paper items for free.
When a player has more Rules, Laws and paper items combined than all the other players combined, that player gains control of Lawyers’ Guild.
Card by --
Lynx (
talk) 14:11, 30 December 2015 (UTC)
Blast from the Past
Action
Put the Thing closest to the bottom of the discard pile into play under your control.
Audacious Endeavor
Thing
Whenever you play a card, gain a token whose name is the name of that card's author if you don't already have one. If you have collected 12 tokens in this manner, you win the game.
Don't Stop the Music
Action
Draw a card. Until the end of your turn, whenever you draw an Action you may play it immediately; if you choose to do so, draw another card.