To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)
(You can also get an output formatted for the Dvorax Engine.)
cleardeck loadcard Castle (50)/T/When this card is destroyed you lose the game. loadcard General (5)/T/All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. loadcard Wizard (2)/T/Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone. loadcard Spy (1)/T/This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone. loadcard Assassin (1)/T/This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone. loadcard Castle (50)/T/When this card is destroyed you lose the game. loadcard General (5)/T/All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. loadcard Wizard (2)/T/Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone. loadcard Spy (1)/T/This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone. loadcard Assassin (1)/T/This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Spearman (4)/T/Action: Deal 3 damage to any card in this card's zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Archer (2)/T/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone. loadcard Builder (1)/T/Action: Play a Building from your hand into the zone that this card is currently in. loadcard Builder (1)/T/Action: Play a Building from your hand into the zone that this card is currently in. loadcard Builder (1)/T/Action: Play a Building from your hand into the zone that this card is currently in. loadcard Builder (1)/T/Action: Play a Building from your hand into the zone that this card is currently in. loadcard Repairer (1)/T/Action: Give 1HP to any Building in this card's zone. loadcard Repairer (1)/T/Action: Give 1HP to any Building in this card's zone. loadcard Repairer (1)/T/Action: Give 1HP to any Building in this card's zone. loadcard Repairer (1)/T/Action: Give 1HP to any Building in this card's zone. loadcard Healer (1)/T/Action: Give 1HP to any Civilian or Soldier in this card's zone. loadcard Healer (1)/T/Action: Give 1HP to any Civilian or Soldier in this card's zone. loadcard Healer (1)/T/Action: Give 1HP to any Civilian or Soldier in this card's zone. loadcard Healer (1)/T/Action: Give 1HP to any Civilian or Soldier in this card's zone. loadcard Cannon (8)/T/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card. loadcard Cannon (8)/T/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card. loadcard Cannon (8)/T/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card. loadcard Cannon (8)/T/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card. loadcard Catapult (5)/T/This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card. loadcard Catapult (5)/T/This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card. loadcard Scaling Ladder (2)/T/If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone. loadcard Scaling Ladder (2)/T/If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone. loadcard Wall (15)/T/Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely. loadcard Wall (15)/T/Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely. loadcard Blacksmith (1)/T/Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play. loadcard Blacksmith (1)/T/Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play. loadcard Military Camp (1)/T/Play this card into your Castle Zone. While this card is in play your opponent may not play Rout. loadcard Military Camp (1)/T/Play this card into your Castle Zone. While this card is in play your opponent may not play Rout. loadcard Repair/A/Choose a Building. It receives +5 HP. loadcard Repair/A/Choose a Building. It receives +5 HP. loadcard Medicine/A/Choose a Civilian or Soldier. It receives +1 HP. loadcard Medicine/A/Choose a Civilian or Soldier. It receives +1 HP. loadcard Charge/A/Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. loadcard Charge/A/Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. loadcard Arrow Rain/A/Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. loadcard Arrow Rain/A/Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. loadcard Cause Rout/A/Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. loadcard Cause Rout/A/Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. loadcard Trap/A/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. loadcard Trap/A/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. loadcard Trap/A/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. loadcard Trap/A/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. loadcard Rally Forces/A/Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. loadcard Rally Forces/A/Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. loadcard Ambush/A/Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. loadcard Ambush/A/Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. loadcard Incendiarism/A/Deal 3 damage to all units in a particular zone. loadcard Incendiarism/A/Deal 3 damage to all units in a particular zone. loadcard Resurrection/A/Look through the discard pile for two cards and put them into your hand. loadcard Resurrection/A/Look through the discard pile for two cards and put them into your hand. loadcard Plague/A/Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own). loadcard Plague/A/Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own). loadcard Lightning Storm/A/Deal 3 damage to all cards on your opponent's side of the field (including your own). loadcard Lightning Storm/A/Deal 3 damage to all cards on your opponent's side of the field (including your own). @emit [name(%#)] pastes the Castles deck into the Dvorak Engine.