An additional set of cards that let you hide things up your sleeve, just like the pros do.
Have an ace up your sleeve in your next game of Infinite Dvorak!
#4097 Holdout Device
#4098 Fast Fingers
#4101 Up Yours
#4103 Double Dealing
#4104 Point and Grab
#4108 Holdout Bottle
#4216 Secret Hideaway
#4223 Con Man's Boon
#4385 Global Warming Hoax
#5179 Bottled Theft Node
#6122 Evil Clone
#6145 Pocket Veto
#6174 Card Shark
#6443 Cargo Ship
#6607 Time Pocket
#6823 What Goes Up
#7256 Sleight of Sleight of Hand
#7799 Step Through Shadows
I'm gonna break a longstanding taboo and actually spell out how Up Your Sleeve works.
Each player has a zone called "Up Your Sleeve" that functions similarly to a hand. Only you may look at cards Up Your Sleeve, but you may not play them, as they are not actually in your hand.
You can keep tokens Up Your Sleeve, as an exception to the "Tokens Exist" special rule where they're removed from the game if they leave play.
When this comes into play, move the top two cards of the draw pile to Up Your Sleeve.
Once per turn, you may swap a card in your hand with a card from Up Your Sleeve
When this comes into play, move one of your Things to Up Your Sleeve
Action:Swap a Thing in play with a Thing from Up Your Sleeve.
Move target thing controlled by an opponent to Up Their Sleeve.
It's like that player's Up Your Sleeve.
Instead of drawing a card at the start of your turn, look at the top two cards of the draw pile, draw one, and move the other to Up Your Sleeve.
Move a Thing your opponent controls to Up Your Sleeve.
Look, a shiny thing!
When you play this, move the top two cards of the discard pile to Up Your Sleeve.
When this is destroyed, move any number of cards from Up Your Sleeve to your hand and the rest to the discard pile.
When Secret Hideaway comes into play, attach it to another Thing.
At the end of your turn, move this card and the attached Thing to Up Your Sleeve.
At the start of your turn, if Secret Hideaway and the attached Thing are Up Your Sleeve, return them to play.
Con Man's Boon
Look at the top 5 cards of the deck and put any of them Up Your Sleeve and the rest on top of the deck in any order OR Put all cards Up Your Sleeve into your hand and take an extra Action or Thing OR give each player a money token and gain control of all money tokens in play.
At the start of your turn, move the top card of the draw pile to Up Your Sleeve. If you have 15 or more cards Up Your Sleeve, you win the game.
1)Hack NASA's old climate data
2)Invest in carbon credits
Move target Thing to Up Your Sleeve. If you have any other Things Up Your Sleeve, return one to play and give it to the first Thing's controller.
When this is destroyed, move another card from the discard pile to Up Your Sleeve for each Node you control (including this), then move a card from Up Your Sleeve to your hand.
Brought to you by the Best of Bucky collection.
When you play this, move a Thing from your discard pile to Up Your Sleeve. Evil Clone has that card's text appended to it until it leaves play.
Play in response to an Action or Reaction card. Prevent it. Put the Action or Reaction and this card Up Your Sleeve.
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.
When you play Cargo Ship, move it to Up Your Sleeve. It is in transit for two full turns. On your third turn since playing it, return it to play. Once per turn while it is in play, gain a Crate token with "Action: Destroy this and draw a card."
When you play Time Pocket, move it Up Your Sleeve along with an Action and a Thing from your hand. Action and Thing: If you played no cards during your previous turn, destroy Time Pocket and play its attached cards. Action/Thing: Exchange the Action/Thing on the top of the discard pile with the corresponding attached card.
What Goes Up
Move target Thing Up Your Sleeve until the end of your next turn, then return it to play in its original location.
Move all Things you control, all cards in your hand, and this card Up Your Sleeve.
Turn: If this card is Up Your Sleeve, put it in the discard pile and play any number of cards from Up Your Sleeve, then put all cards from Up Your Sleeve into your hand.
Sleight of Sleight of Hand
Choose up to one card in each of
- Your hand
- An opponent's control
- The top of the deck
- Up Your Sleeve
and move it to another one of those zones. Each card must go to a different zone. An Action card put into play this way is immediately played.
Step Through Shadows
In any order: Draw a card, discard a card, and put the top card of the deck Up Your Sleeve.
You may return this card to your hand, or, instead of playing a Thing this turn, you may move two cards from Up Your Sleeve into your hand.