Cut-Budget Doom Weapon
If both the draw pile and discard pile are empty, you win the game.
Action:Remove the top card of the draw pile from the game.
"The fools! I will destroy them all... in mere decades."
Write down a word. If you can get any player to say that word in two turns that player is eliminated. Otherwise each opponent gets to draw three cards.
Action:Destroy any number of things you control. Destroy twice as many things you do not control.
At the start of each of your turns you may put one thing on the bottom of the draw pile
Choose a card in play or in the discard pile, and erase its card text.
Play only if there are at least ten cards left in the draw pile. If the draw pile becomes empty, you win the game.
Name a card when this comes into play. You may not draw or play cards, and other players may not draw cards. Any player may search the draw pile and give you the card you named, or give you the card from their hand, to destroy this Thing.
Target opponent creates a card. At the start of your next turn add a copy of that card to both your hand and the opponent's hand. The card cannot refer to or have proper nouns in it.
Piracy is Theft
If a player controls a Thing which was created as a copy of another card, they may not win the game. Action: Create a copy of any Thing in play, and put it into your hand.
At the start of your turn, put a Food token into play under the control of each player.
Conservation of Matter
Whenever a player gains control of a Thing, they must destroy another Thing they control. Whenever a player loses control of a Thing, they gain a Token. These effects do not apply to each other.
Any player may play one action from a thing between the end of their turn and the beginning of their next turn. While this card is in play, no-one may play any actions from their hand.
You may not play any action cards while this is in play.Action:Discard an action card from your hand. Create an untitled thing with text=Action:Text of discarded action. Anyone may discard a card to destroy an untitled card.
No-one may play any cards from their hands while this card is in play. Any player may discard a card or cards during their turns. Each player chooses a card. This card has the following text tacked on:Action:You may play an action and a thing card from the discard pile.
Anyone may use this action. Action:Pick two cards that are in play, if by a majority vote, they are deemed similar enough to breed place them on this card. Every turn roll a d6 for every pair of cards on this card and similar enough to breed, for every 6 rolled create a copy of both cards and place them either in front of you or shuffle them into the deck.
Eliminate one player who has no things in play. This card cannot be played on your first turn.
Each player looks through the deck and chooses a thing. This thing is played under their control, with the text "if this card is destroyed, you lose" tacked on.
Whenever you play an Action card, give control of Tennis Ball to an opponent of your choice. If you control Tennis Ball at the end of your turn, discard your hand and destroy this card.
If Battery is played as an action, one of your opponents' cards is now under your control. If Battery is played as a thing, you may create one counter of the type of your choice and play it under your control. If you create five tokens in this way, destroy battery. Battery is removed from game instead of going to the discard pile, whether played as an action or thing.
If played as an action, you may now create a new turn order. If played as a thing, play onto an opponent. His hand size is reduced by one, two if lead stays in play for over ten turns.
If played as an action, three turns from now, draw three cards. If played as a thing, destroy Book if you create a token. Action:Draw a card.
Any player may take an Action to destroy a Thing they control, and destroy another Thing that starts with the same letter.
Asteroid Mining Ship
Any player may take an Action to destroy one Asteroid token they control; unless you discard a card in response, this destroys Asteroid Mining Ship. Action: Destroy a Thing, and put two Asteroid tokens into play under its owner's control.
Destroy five Things. If there are fewer than five Things in play, this card has no effect.
Each player puts a copy of each thing they control into play
Mighty Token Robot Force
Destroy five Things you control. If you do so, you may search the draw pile for any Thing card and put it into play under your control.
You may not play or create cards. At the end of your turn, you may either destroy this card or gain up to 7 non-Money-related Tokens of any one type of your choice.
The first time each turn that a proposed card is rejected, that card's creator discards two cards, then draws a card.
You're watching the Family Learning Channel. And now, angry ticks fire out of my nipples!
Survive Until Tuesday
This card comes into play with 7 counters on it. At the start of your turn, remove a counter; if you can't, you win the game. After each other player's draw stage, he or she may remove a counter, skip the rest of his or her turn, and roll a six-sided die; on a 1, you lose the game.
Give control of target Thing to target player.
It levitates bullet trains from Tokyo to Osaka. It levitates my desk where I ride the saddle of the world. And it levitates... me!
House of Cards
If House of Cards ever has ten Card tokens on it, you win the game. Action: Discard any number of cards to put the same number of Card tokens onto House of Cards.
Each player chooses and destroys a non-Token Thing they control (if they control one).
When any player plays a Thing from his or her hand, destroy this card and draw and discard the top card of the deck. If the discarded card has the same number of words in its title as the Thing, destroy all Things that player controls; otherwise, that player draws 2 cards.
The Horrors You Have Committed
Play when a Thing is destroyed. The player that destroyed that Thing loses their next turn.
The card texts of all Things, other than this one, are considered blank.
Play when an Thing's Action: is used. Destroy the Thing and draw a card. (This does not cancel the Action.)
If this disturbs you, then walk away.
Reaction - Ironic
Play when a non-Action, non-Thing card is played. Cancel that card's effects and destroy it if it's in play.
... when all you need is a knife.
Play when a coin is flipped, a die is rolled, or a target is chosen randomly. Reflip the coin, reroll the die, or rechoose the target.
Never tell me the odds.
Action:Chose a word. Erase all instances of that word from all cards in play. Any card rendered non-sensical by this card is destroyed.
Any time a word is erased you may put a different word in its place.
Take two extra turns after this one. During these extra turns, you may not play or draw cards.
And then a bunch of stuff happened, yada yada yada, and then I won! Any questions?
Add one word to a card. This word may be placed anywhere but cannot render a card nonsensical.
Truly this pen is mightier than every sword.
If played as an action, name a card and search the deck for that card. If you find a card with that title, you may put it in your hand and shuffle the deck. If played as a thing, write down a number. When this card is destroyed, create that number of tokens under your control.
When you play this card from your hand, play it onto an opponent's thing. That thing now has no effect(s). Action:Destroy the card that this is played on. Play this card as if it was played from your hand.
When this card comes into play erase one sentence from any thing and add it to this card.
Action:Swap control of two things.
Create a character and write their description on the back of this card. At minimum this description must include a name, an occupation, a species and a native setting. Anytime a player fails to refer to the player as that character or they speak out of character the offending player must create a copy of this card (blank back) pick one of their cards and shuffle them into the draw pile.
All cards that involve rolling of dice and coin flips now involve rolling of things other than dice and coins. Vote on how to determine the result(s) before rolling. If online each player rolls a die. Odd numbers mean draw that many cards, even means discard half that many rounded up. If you cannot discard that many cards skip the extra amount of your next turn.
All players draw to the current hand limit. Set all cards not in players hands in a pile out of play and then place all cards in players hands in a new draw pile. The hand limit is now halved, rounding up or down (vote.) If there are no achievable winning conditions, add up to three from the out of play cards and/or the Infinite Dvorak Deck wiki.
Rain on your Wedding Day
Action - Ironic
Until the beginning of your next turn, Actions on Things in play cannot be played.
A Free Ride
Action - Ironic
Draw a card. You may play another Action this turn. You cannot lose the game, and no other player can win the game, as a result of that Action.
...when you've already paid.
Thing - Ironic
When you play this card, choose Action or Thing. At the start of your turn, draw a card, and discard it if it is the type you chose.
...that you just can't take.
Let the cards flow!
Draw a number of cards equal to the number of things you have, including tokens. If you reach your hand size limit, have your opponents draw the rest equally. If an opponent hits his/her size limit, put the rest of the cards he/she was to draw from the draw pile into the discard pile.
If this card is played as an action, all opponents discard a card. If played as a thing, all things in play execpt this one lose their text after three consecutive turns in play starting when this card is played. Cards regain their text if they leave play for any reason.
Whenever you gain one or more Money-related tokens, you may put one of them on Piggybank. If any tokens are removed from Piggybank, destroy it. (When Piggybank is destroyed, you keep control of the tokens that were on it.)
Action: If there are 7 tokens on Piggybank, win the game.
Every player puts there hand in a pile. Then starting with you and going by turn each player looks through the pile and selects one card and adds it to their hand. Continue this process until all cards have been removed from the pile.
If played as an action, no-one may draw a card for the next five turns. If played as a thing, play this onto another thing. Tack on the text: Action: Ignore the next effect that would destroy this thing. You may not use this thing next turn.
After playing a Thing, a player must give a Thing they control to another player (unless they only have one Thing in play).
This card counts as a religious phenomenon. All clones or copies of cards created except by breeding, while this card is in play must be marked as such. For each card that can be proven to be a clone/copy a coin is flipped. If heads the card is removed from the game. If a card is suspected of being a clone/copy two coins are flipped, if two heads come up then the card is removed from the game.
Action:Create a zergling token. If you haven't played this action already, you may play another action this turn. Action:Destroy x things and destroy five x zergling tokens.
When another Thing is played, destroy Tumbleweed. At the end of each player's turn, that player draws a card.
Don't no one come 'round here much no more...
Outdated Television Set
All cards which would normally cause this player's maximum hand-size to be reduced are negated.
Play this card only if an action was played the previous turn. Redo the turn on which the action was played, except the action affects the opposite player instead of the one it normally would.
All living things other than this one must be returned to their respective players' hands in the same turn this card is played. No living things may be in play while Boogeyman is in play. For the purposes of this card, cyborg things are not considered living.
Choose any card with at least one counter on it. If it has fewer than 5 counters on it, put one additional counter on it for each counter it already has. Otherwise, put 5 more counters on it.
Whenever you skip a turn, place a time counter on this.
At the beginning of your turn, if this has 5 or more time counters on it, you win the game.
It's essentially a cardboard box, and on the outside of it I wrote "Time Machine" in Sharpie.
Action:Target player discards a card at random. If they discard an Action card this way, they gain control of Dodgeball.
Just like Gym class.
You Can't Stop the Funk!
You may play this card at any time. Until the end of the turn, nullify the first effect applied to a thing you control that would destroy or change control of it.
Destroy one of your opponent's Things. Your opponent now controls Haunted Motorcycle.
George Nelson's Zombie
Destroy all of your opponent's Things and take any Money Tokens attached to those Things. You may do this as many times per turn as you choose, but you cannot spare any of your opponent's Things or Money Tokens.
"I'm feelin' ten feet tall!"
Cubic Zirconium counts as a diamond.
When this comes into play, discard at least 10 Money tokens or destroy this.
Action: Target player gives you a card from their hand.
Action and Thing: Roll a six-sided die. If the result is 1 or 2, destroy this. Any player may play this ability.
When this card comes into play, name a card. Your opponents play with their hands revealed. If an opponent could play the named card, or a card named "Freebird", destroy this card and that opponent plays that card. (They make any decisions it calls for.)
Aviator Sunglasses may be played onto any Thing you control. The Thing that Aviator Sunglasses is played on is not affected by Location cards.
For as long as Bratva is in play, you can negate any Actions of your choice. No Actions played while Bratva is in play can take effect without your consent.
Calm Before The Storm
No actions may be played. This card cannot be destroyed by other things. If this card is in play for more than five of your turns destroy it.
Each players maximum hand size is increased by a number equal to the number of things control by the opponent with the fewest things. Then their hand size is decreased by a number equal to the number of things they control
Remove any one card that you can pick up without touching any other card from the game, this effect ignores card abilities. If online remove one thing from play.
Eliminate all players except the two with the most Things in play. If playing a two-player game, each player must discard all of their Things except one of their choice.
"Aiiaiaiiii...Waaa Waaaaa Waa"
All cards with an exclamation mark or question mark in their title or with a title in all capital letters are considered to have no effect.
Just shut up and relax!
Whenever a card destroys all Things, every player must choose one Thing that will not be destroyed.
Declare a card. Reveal your hand and discard all copies of the named card. Anyone who plays the named card wins the game.
Choose a person. Destroy all things designed by that person.
Play in response to a card being used. Until the start of your next turn that card is considered to have no rules text.
Hello Muddah, Hello Faddah
Draw a card. If a card has been removed from the game, draw 2 more cards and gain 5 Tokens of any type of your choice.
Oh please don't make me stay. I've been here one whole day.
Thing - Living Thing
Choose a four-letter word when this card is played. Whenever anyone plays a card with that word on it, discard your hand, destroy a Thing you control, and put a counter on this card. When there are 6 counters on this card, win the game.
Heck said the Rebel!
Hail to Thee, Fat Person
Destroy any number of Things you control. If you now control no Things, draw a card for each Thing destroyed in this way.
My mother would say to me, "clean your plate, because children are starving in Europe". So I would clean the plate... four, five, six times a day.
Destroy all cards with some shade of red on them. Discard this card after 10 turns. While this card is in play, no more red cards may be played. The same applies to all cards with the word 'Red' in their titles except for this one.
Destroy all cards whose type is more than just 'Thing' or 'Action'. Destroy any cards whose type is neither 'Thing' or 'Action' as well. Also, destroy any card whose type is not capitalized.
No living Things may be played. Radiation Poisoning can only be played onto a Location in play. If the Location is destroyed, destroy Radiation Poisoning too. This is the only way to destroy Radiation Poisoning.
Security Fence Post
When thins card is played shuffle two exact copies of it into the deck. Then you may give control of this card to any player. Action:Choose another "Security Fence Post" and draw a straight line between this card and the chosen "Security Fence Post". Any things on that line are destroyed.
All players draw a card only every other turn.
The Chosen One
Whenever a card makes reference to choosing a card, the effect affects this card and only this card, regardless of any specifications.
Each card in play must have its name exchanged with another card. Any card who refers to itself by name instead refers to the card with that name.
Destroy each thing that has a title color other than blue. Then each player reavels their hand and discards all actions that do not have a title color of red.
It's always nice when things are in the proper color.
Things in play cannot be moved except by card effects.
Each player may re-arrange things they have in play so long as all things they have in play stay closer to them than any other player.
Select up to 3 Things. Those Things may not have control of them changed, be returned to the draw pile, or returned to any player's hand. Those cards must all be discarded in 5 turns. They cannot be discarded in any other way.
Death, Thou Shalt Die!
Destroy all Things whose name includes a word such as 'Death', 'Skull', 'Zombie' or 'Doom'. Destroy also any card that is undead.
Create a new rule. This rule cannot be specific to any player and cannot deal with victory.