Contributions to Infinite Dvorak
Alphabet Series Card List
If one of your Things is destroyed, you may choose to destroy this in its place. The saved Thing must be a physical object and not a creature.
Every player makes a new card, subject to the usual approval process; continue until each player has gotten exactly one new card approved. Instead of shuffling them into the deck, shuffle them separately and deal one (face-down) to each player.
Coffeeshop with Free Refills
Whenever any player has no cards in hand, he redraws to his maximum hand size.
Action: Discard your whole hand.
An opponent of your choice gives you his whole hand, then draws as many cards as he gave you, at random, from your hand.
Exploit Strange Vulnerabilities
Each Thing in play whose text includes a special defense from destruction or removal from play loses that part of its text until the end of the turn and is destroyed.
It's like a high-frequency kryptonite silver bullet and a stake through the heart, and it's yellow.
Each Thing in play with an Action ability gets a Freeze token. Freeze tokens have the following text: "The Thing to which this is attached can destroy one of its Freeze tokens as an Action ability, but may not use any other Action abilities."
After drawing but before playing any cards on a turn, any player may draw a card; he shows this card to the other players and must play it immediately if possible. Playing the drawn card does count as one of his card plays for the turn.
Hailstones like Grapefruits
Every tangible Thing (including locations and Universes) in play is destroyed.
Draw 1d6 cards. You do not have to discard at the end of this turn.
Two target creatures (living, undead, robotic, etc.) exchange places and controllers, taking any attached cards and tokens with them.
Whenever an opponent plays a Thing, it comes into play under your control. Each time this happens, you gain a theft token and a d6 is rolled. If the die roll is less than or equal to the number of theft tokens you have, destroy this card.
Thing: Destroy a theft token.
Take a non-token Thing from play into your hand, resolve any consequences of its leaving play, then put the card back into play under the same controller. If there are decisions to be made when the card is played (other than its controller), you make them.
At the start of each player's turn, flip a coin. If it comes up heads, the player may play two Actions this turn instead of one, but cannot play a Thing. If it comes up tails, the player may play two Things this turn instead of one, but cannot play an Action.
Each player must discard 1d6 cards (roll separately for each player). Any player who does not have enough cards discards all they have and skips his next turn.
Action: Remove a creature (living, undead, robotic, etc.) in play from the game. If the target was not a token, flip a coin; on "tails", destroy Oubliette. (Cards removed from the game by Oubliette are not returned to play when Oubliette is destroyed.)
Until the end of your next turn, all tokens are treated as actual cards and all non-token Things are treated as tokens.
All special rules, whatever their source, are repealed when Qwerty enters play. No player may propose any new cards or special rules while Qwerty is in play.
The natural enemy of Dvorak!
Every one plays with his hand face up. Each player may play cards from any other player's hand; no one may play cards from his own hand.
When Soullessness comes into play, choose a player for it to affect. As long as Soullessness is in play, the affected player is immune from card-created win conditions and lose conditions. He can still win if everyone else loses or lose if someone else wins.
Action: Discard X cards to draw X random cards from the discard pile. Any player may use this Action ability, but your opponents must take X = 1.
You may play as many Actions and Things this turn as you wish, but you make not invoke any further Action or Thing abilities this turn. If you are directed to draw cards this turn, you may choose to ignore the direction. If you still have any cards in your hand at the end of your turn, you are eliminated.
If Vampire Slayer is destroyed for any reason, it goes into the hand of a random player instead of the discard pile.
Action: Destroy any monster or undead.
Back in the day, there was always one of these, no more no less.
Each player who controls at least one Thing simultaneously gives a random Thing he controls and all attached cards and tokens to the next player in turn order. Do this whole process a number of times equal to the number of players in the game.
xkcd Comic Strip Tacked to the Wall
The good morale inspires you to draw an extra card during your draw phase.
Take a number of cards of your choice from the discard pile equal to the number of players; show these cards to all players. Shuffle these cards and deal one (face-down) to each player.
Your maximum hand size is decreased by one. Whenever you are forced to play a card randomly or a card of an opponent's choice, you can choose to play nothing instead. No card can make you discard against your will.
Coffeeshop with Free Refills
If a player's hand is temporarily empty in the middle of resolving some other effect but no longer empty by the end of resolving the effect, Coffeeshop does not trigger. In other words, Coffeeshop does not "interrupt" other card effects. For example, your chosen opponent would not refill his hand in the middle of Drunken Bartering while Coffeeshop was in play.
Also, if another Thing has a passive effect that triggers when someone's hand is empty, the Coffeeshop does not prevent the other effect from triggering first. For example, if Sudden Death (or Race to the Finish) is in play, you will still lose (or win) if your hand empties, despite the presence of Coffeeshop. To complicate the example further, imagine that Sudden Death, Coffeeshop, and Soullessness are in play at the same time. If the soulless player has no cards in his hand, his hand will refill due to Coffeeshop.
Yes, it is my intention that your opponent can draw some of his own cards back. The random draws come from the combined hand. You get to examine the cards you were given before the draws.
Here are some sample uses of this card, all of them legal, just to make it more clear what I have in mind.
- Play Lapse on Soullessness to redirect its effect to a different player.
- Play Lapse on Dawn of War to reset everyone to five morale tokens.
- Play Lapse on any card with other "attached" Things modifying it to shake them off.
In my Dvorak custom, the unwritten rule is that Action effects can last up to one full round (as this one does) before they cross into "creating a special rule" or "undocumented background effect" territory. If you're the kind of person who needs your Dvorak 100% free of anything like background effects, you can reimplement this as a Thing which ends its effect, then destroys itself, at the end of your next turn. This has the undesired (by me) effect of making the P-Switch vulnerable to destruction or changes in controller (which can have the even more undesirable effect of monkeying with its duration). I have found Actions that last a short, fixed amount of time, in moderation, to be fun and not game-breaking. I hope you'll agree.
If a non-token Thing is destroyed during the P-Switch, it is removed from the game (because that's how tokens are treated). Likewise, if a token is destroyed, it is placed in the discard pile. When the P-Switch wears off, all tokens in the discard pile are removed from the game (but cards removed from the game are not brought back).
Finally, if a second P-Switch is somehow played before the first expires (because, say, someone has an effect to recover cards from the discard pile), the effect is prolonged until the most recent P-Switch naturally expires. Nothing special happens when the original P-Switch would have expired.
This card does not repeal "Tokens exist." nor "If there's an ambiguity, vote on it." The effect refers only to special rules above and beyond those hardwired into Infinite Dvorak.
When Qwerty leaves play, any special rules that it repealed are not automatically restored. They can, of course, be proposed anew.
Just to clarify, I consider cards that "eliminate" players a kind of lose condition, so this does give immunity from elimination. Also, suppose a win or lose condition is created by a Thing, and you meet the condition while soulless. If Soullessness is destroyed later, and the condition is still in effect, and you still meet it, you win/lose immediately. Soullessness does not prevent effects that explicitly "end the game" (such as Friedrich Nietzsche). However, if a Nietzsche-esque card said "Each player loses.", that would be a winning two-card combo with Soullessness.
You get to see what the opponent's choice or the random choice would have been before you decide whether to play it. It's a bit of a gray area how this would combo with a card like Gumball Machine. I would say that you can choose to hold on to the card you just drew, but this is not an official edict. I leave that to each play group.