Dvorak Export: Combo Pirates


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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
skipcard Pick Pocket (0)/A/Steal a coin from an opponent.
skipcard Overtime (0)/A/Ready one of your Things.
skipcard Bury Treasure (0)/A/Return one of your Things to your hand. <i>(this lets you have a Treasure in your hand)</i>%r%rYou may play this out of turn in response to an opponent's Action or Use, but it costs 3 Coins.''
skipcard Scrap Gold (0)/T/You may destroy this to spend it like a Coin.
skipcard Contact the Black Market (0)/A/Discard two Treasures from the Shelf and gain a Coin. Increase the Income. %r%r You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.
skipcard Diver's Drill (0)/T/Use(1): Put a counter on target Boat. If it has at least as many counters as its cost, destroy that Boat and this Diver's Drill.
skipcard Explore the Cove (0)/A/Gain a coin and increase the Income. Gain an extra coin if you have a Boat.
skipcard Steal Plans (1)/A/Look at an opponent's hand. If they have any Actions, choose one and discard it.
skipcard Arson (1)/A/Destroy target Boat OR target player discards a card at random.
skipcard Banana Barge (1)/T/Use(1): put a coin on this. If it has 3+ coins, remove them all, gain 5 coins, increase the Income and draw a card.
skipcard Trained Monkey (1)/T/Use(2): Destroy a Treasure on the Shelf. (""Who keeps letting that infernal beast in here?"")
skipcard Market Stall (1)/T/Use(0): Discard a card to gain 2 Coins.
skipcard Case the Town (1)/A/Look at the top three cards of the draw pile. Draw one and discard the other two.
skipcard Commandeer (1)/A/Gain control of a Boat this turn. When you give it back, draw a card.
skipcard Fireboat (1)/T/Fireboat becomes Used when you acquire it. Use(2): Destroy this and another Boat.
skipcard Counterfeit Treasure (1)/A/Target Treasure can't be Used until the start of your next turn. Draw a card.
skipcard Explore the Jungle (1)/A/Gain Coins equal to the size of the Income, then increase the Income.
skipcard Repair (2)/A/Move a Thing from the main discard pile to your hand.
skipcard Salvage (2)/A/Choose a Treasure in the Treasure Discard. You may either buy it from the discard, or shuffle it into the Treasure deck and draw a card.
skipcard Blockade Runner (2)/T/+1 maximum hand size. %rYour hand is safe from your opponents' discard actions and abilities, and from opponents looking at it.
skipcard Minefield (2)/T/When an opponent plays a Thing from their hand, destroy that Thing, then destroy Minefield unless you pay 8 Coins.
skipcard Rowboat (2)/T/Use(2): Discard your hand (if any), then draw two cards. ("When trouble calls, leave your past behind.")
skipcard Tombstone (2)/T/Your opponents can't affect cards in the discard piles, except to shuffle them back into their decks.
skipcard Spy (2)/T/You may destroy Spy in response to any Action or Use ability to play your own Action or Use ability as a reaction. If you respond to a Thing's Use ability, you can't target that Thing with your reaction.
skipcard Gang of Vandals (2)/A/Destroy one of your own Treasures. %r Then, destroy an opponent's Treasure or Boat.
skipcard Raid Headquarters (2)/A/Each opponent discards two cards or destroys two of their treasures.
skipcard Vault (2)/T/+1 maximum hand size. %r If an Action or Use would affect one of your Treasures, you may have it affect this Vault instead. The Vault acts like a Treasure with respect to that effect.
skipcard Grapeshot (3)/A/Destroy any number of target Things with combined costs no higher than your Combo Points. <i>(including the point from playing Grapeshot)</i>
skipcard Smuggler's Yacht (3)/T/+1 maximum hand size. %r Use(1): Discard a card to draw a card.
skipcard Decoy Skiff (3)/T/+1 maximum hand size. %r You may destroy this and discard a card to prevent an action that targets your coins or Treasures.
skipcard Island Ferry (3)/T/+1 maximum hand size.%rGet an extra +1 Coin at the start of your turn.
skipcard Trawler (3)/T/+1 maximum hand size. %r Use(2): The player on your right chooses a Treasure from the discard and puts it in your hand.
skipcard Summon the Crew (3)/A/Draw two cards OR Ready up to two of your used Things.
skipcard Treasure Hunters (3)/A/Choose up to three Treasures in the treasure discard. Shuffle them back into the Treasure deck. If you shuffled three Treasures back, draw two cards.
skipcard Alert the Creditors (3)/A/Target opponent destroys one of their Treasures. If it cost 5 or more, increase the Income.
skipcard Hide the Loot (4)/A/Return a Thing to its controller's hand. <i>(this lets them have a Treasure in your hand)</i>%r%rYou may play this out of turn in response to an opponent's Action or Use.'' It can't target a Thing whose Use it's responding to.
skipcard Swindle! (4)/A/An opponent gains a coin. But you steal one of their Treasures that cost 4 or less.
skipcard Blockade Cruiser (4)/T/+1 maximum hand size. %rUse(2): Each opponent discards a card or pays 3 coins. Opponents with no cards in hand don't need to pay.
skipcard Hire Robbers (5)/A/Destroy target Treasure unless its owner spends 8 Coins to protect it.
skipcard Customs Frigate (4)/T/+1 Maximum Hand Size%rYour opponents' Action cards cost 1 more Coin to play. ("Bureaucracy. It's not the fees, it's the inconvenience.")
skipcard All Hands (6)/A/Draw four cards OR Ready up to three of your Used Things.
skipcard Sniper's Rocket (8)/A/Destroy a Thing.
skipcard Another One! (0)/T/When you buy this, you must pay the cost of one of your other Treasures. This acts as a copy of that Treasure.
skipcard Mystery Flask (1)/T/When Mystery Flask is destroyed, draw two cards. %rUse(4): Destroy Mystery Flask.
skipcard Bottle of Frozen Time (1)/T/When this is destroyed, you may immediately play a card from your hand without paying its Coin cost OR Ready up to three Things.
skipcard Twisted Hourglass (2)/T/Use(2): Destroy this. Take an extra turn after this one, but you get no Coins from Income during the extra turn.
skipcard Compass of Desire (2)/T/Use(1): Put a counter on an opponent's Treasure. %rUse(0): Steal a Treasure with at least as many counters on it as its cost. Destroy Compass of Desire unless you pay 4 Coins. ("Points to what you covet most")
skipcard Faerie Purse (3)/T/If you end your turn with no Coins, gain a Coin. ("They say Fae gold always finds its way home by sunset.")
skipcard Psychic Spyglass (3)/T/Use(0): Look at an opponent's hand. ("For peering into thoughts from a distance")
skipcard Thunderstorm Trumpet (3)/T/Use(3): Each player destroys one of their Things. %r Use(16): Destroy all Things. All Coins are lost.
skipcard Coin Chest (3)/T/At the start of your turn, put a coin on this. %r Use(0): Destroy this and gain all the coins on it.
skipcard Magic Mirror (4)/T/Use(1): Ready one of your other Things.
skipcard King Midas' Thumb (4)/T/Use(1): Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.
skipcard Haunted Scepter (5)/T/Use(4): Reveal the top two cards of the deck. Play or discard each of them. ''(You don't pay their Coin costs or get Combo Points for playing them.)'' ("It lets you rule over free spirits.")
skipcard Altar of Greed (5)/T/Use(1): Discard any number of cards. Gain 2 Coins each. ("Riches, but at what cost?")
skipcard Ghost Sail (5)/T/If Ghost Sail ceases to be attached to a ship, destroy that ship. %rUse(2): Return a ship to play from the main discard pile and gain control of it. Attach this to that ship instead of anything it's currently attached to.
skipcard Infernal Fiddle (5)/T/Use(2): Draw a card. ("A lure for sages and fools alike")
skipcard Memory Crystal (5)/T/Use(3): Retrieve an Action from the discard.
skipcard Gold Cannon (5)/T/Use(5): target opponent destroys one of their Things. ("We have no proper ammunition for it, but a shovelful of any small metal objects will do.")
skipcard Clockwork Sailor (5)/T/Your first Use ability of each turn costs 3 fewer coins. (minimum 0)
skipcard Quicksilver Statue (6)/T/This has all the "Use" actions of your other non-Boat Things. <i>(You can still only use one at a time)</i>
skipcard The Magnetic Monopole (6)/T/This can't be used the turn you acquire it. %rUse(3): Destroy this. Everyone loses all their coins.
skipcard Golden Thread (7)/T/When an opponent has 7 Combo Points, they lose all their combo points that aren't marking un-Ready Things. Then, Golden Thread is destroyed. ("A strand of your fate")
skipcard Cursed Monacle (8)/T/Use(0): Choose two Treasures. They can't be Used until the start of your next turn. ("It sees brass instead of gold, and glass instead of jewels.")
skipcard Royal Crown (8)/T/Your Action cards and "Use" actions cost 1 Coin less. (minimum 0)%r The first Action card or "Use" action an opponent takes each turn costs them 1 Coin more. ("I am the pirate king!")
skipcard Djinn Ring (8)/T/Use(2):Ready any number of your non-Ring Things at the cost of one Combo Point each. ("Home of a powerful servant")
skipcard Jade Galleon (10)/T/+1 maximum hand size. %rUse(0): Gain 3 Coins.
skipcard Faerie Circle (12)/T/At the start of your turn, gain 2 Coins and draw two cards. ("A portable door to a land of wealth")
skipcard Starting Income (+2)/T/Each player gets 2 Coins at the start of their turn ("Everyone has 2 income at the start of the game.")
skipcard Income (+3)/T/Each player gets 3 Coins at the start of their turn ("If an entire round passes with no cards played nor Treasures bought, increase the Income.")
skipcard Income (+4)/T/Each player gets 4 Coins at the start of their turn
skipcard Income (+5)/T/Each player gets 5 Coins at the start of their turn
skipcard Income (+6)/T/Each player gets 6 Coins at the start of their turn
skipcard Income (+7)/T/Each player gets 7 Coins at the start of their turn
skipcard Income (+8)/T/Each player gets 8 Coins at the start of their turn ("The income can't increase beyond 8.")
@emit [name(%#)] pastes the Combo Pirates into the Dvorak Engine.

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