You may shuffle the draw pile once per turn.
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.
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
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
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
This card cannot be played normally. If a Thing controlled by this card's holder is destroyed, they may put this card into play. This card's text then changes to be the same as the destroyed card, and the name changes to "Backup (Original Card's Name)".
*Backups a Backup System*
Paper Powered Devastator
For every turn this card is in play, you must discard a card.
Action: Discard one card from your hand to destroy two Things of your choice.
Far more energy efficient than your garden variety Devastator.
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.
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
No player can win as long as Atlus is in play.
Action: Destroy Atlus.
"We get off on your tears."
Card by curtmack
Cornervalue Investigation Drone
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.
Cornervalue Eating Drone
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.
Cornervalue Vortex Machine
At the beginning of your turn, 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.
Play this only onto a vegetable you control.
Things you control can be destroyed only by being eaten.
Destroy all Tokens target player controls. That player draws no cards during their turn.
Token Density Amplifier
Destroy all Things that have a Token on them.
Undead Cornervalue Ruler Mage
While this card is in the field, every time 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.
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.
Average Salary Man
At the beginning of your turn, you get two money tokens.
He'll never get anywhere in life.
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.
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
If a player plays no cards on their turn, they gain control of this card and draw a card.
Race You to the Bottom
While this card is in play, whoever draws the last card on the draw pile Wins the game.
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.
Action: Take all money tokens from another player destroy all those tokens at the end of our turn.
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.
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.
Destroy three Things you control. Take an extra turn after this one.
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.
When Purchasing Power enters play, put 6 Money tokens into play.
Action: Destroy 3 Money tokens you control and play a Thing.
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.
If you have no cards in your hand, draw four cards; otherwise, draw two cards.
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.
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.
All living things perform their action abilities now.
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.
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.
Action: Gain an Energy Token.
Action: Destroy three Energy Tokens you control to play two Actions that aren't action abilities of Power Converter.
Play only in response to an opponent's Action. Negate that Action and gain three Energy Tokens.
Change all instances of "2" and "two" on target card to "one".
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.
dvorak pwnz u so hard rofl rofl rofl
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.
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.
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!
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.
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.
Whenever you take your fifth Action in a turn, you win the game.
Action:You may take an extra Action next turn.
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.
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.
Put target non-token Thing into your hand.
"You don't know how to use it anyway."
Quest for Dominance
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.
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."
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
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.
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
When a player draws seven or more cards in one turn, that player wins the game.
Library of Secrets
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
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.
Destroy target Thing. That Thing's controller discards a card at random.
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.
Generates one money counter at the beginning of each turn
"What better way to MAKE money?" ~The Colonel
Valor's Hatred Generator
At the beginning of each turn, place one Pawn Counter into play under your control
Action: Put the bottom card of the draw pile into your hand.
Target player discards one card at random for each card in your hand.
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.
The player with the most cards in their hand discards 2 cards.
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
Draw 4 cards. Your max hand size is reduced by 4 this turn.
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."
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
When a player destroys six or more Things controlled by opponents in one turn, that player wins the game.
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...
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.
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.
Put target non-token Thing on the bottom of the draw pile.
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!"
Discard a card.
Look at target opponent's hand and take two cards from it
Avarice has it's price.
If a THING an opponent controls targets you, your hand, or any THING you control, counter that ability.
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.
When the number of cards in the discard pile is greater than the number of cards in the draw pile, you win the game.
Return a Thing card from the discard pile to play under your control.
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.
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...
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...
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.
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.
Destroy all Things designed by gill_smoke.
Search the discard pile for an Action card and put it into your hand.
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.
Each Thing is a copy of target Thing until the beginning of your next turn.
You may take another Action after this one.