Dvorak Export: Cult! deck


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
loadcard Bavarian Illuminati/T/Action: Look at a random card from all of your opponents' hands.
loadcard The Jews/T/Action: Search the draw pile or discard pile for a card and place it in your hand OR take a card at random from an opponent's hand.
loadcard Federal Bureau of Investigation/T/When this card is played, choose a player. Whenever they draw a card while FBI is in play, you may look at it.
loadcard Central Intelligence Agency/T/When this card is played, choose a player. You may look at their hand. Action: Every opponent must choose a card and reveal it to you (but not to eachother).
loadcard Freemasons/T/Action: Draw up to 3 cards. Discard your hand down to five immediately.
loadcard The United Nations/T/Action: Issue a sternly worded recommendation another player to perform an action of your choice. If they do not do so, shuffle the draw pile.
loadcard America/T/Action: Destroy a location
loadcard The USSR/T/Action: Search the draw pile for a General Public card. Place it in your hand. Another player may immediately play Communists or America from their hand to block this. If so, destroy USSR. USSR may not use this action if America or Communists is in play under someone else's control.
loadcard Communists/T/Action: Choose an opponent. They must discard 2 cards at random.
loadcard Thule Society/T/Action: Return a card from the discard pile to your hand.
loadcard US Congress/T/Action: No player may play actions during their next turn. This ability cannot be used on your next turn if it was used on the prior one.
loadcard Conservatives/T/
loadcard Liberals/T/
loadcard Feminists/T/
loadcard Catholics/T/
loadcard Labourers/T/
loadcard Neodynium Solutions, Ltd./T/
loadcard Avaricity, Inc./T/
loadcard The Military Industrial Complex/T/
loadcard Disney/T/
loadcard COBRA/T/Play onto an opponent. Any player may spend an action to prevent an action you play, except if it was prevented by this card previously.Action: Destroy COBRA.
loadcard Terrorist Organization/T/Action: Discard a card you have in hand. An opponent must choose and discard 3 cards.
loadcard Western Europe/T/Action: Destroy Eastern Europe
loadcard Eastern Europe/T/Action: Destroy Western Europe
loadcard Africa/T/
loadcard China/T/Action: Search the draw pile for a location and place it in your hand.
loadcard Asia/T/
loadcard The Moon/T/Action: May not be destroyed by any card that does not specifically target Locations.
loadcard Secret Antarctic Base/T/
loadcard The Middle East/T/
loadcard Atlantis/T/
loadcard KGB/T/Action: All players must reveal their hands to eachother
loadcard New World Order/A/If you control at least 2 conspiracies and 4 locations, you win the game.
loadcard Good Shepard/A/If you control 4 general publics, you win the game.
loadcard Combined Conspiracies Corporation, Ltd./A/If you control 5 Conspiracies, you win the game
loadcard World Government/A/If you control at least 6 of the following cards, you win the game: United Nations, any Location but Atlantis, The Moon, and Secret Antarctic Base, and the General Public*. *You may not use more than 2 General Public cards for the purposes of this.
loadcard Brainwashing/A/Take a General Public card from your opponent's control and put it into play on your side.
loadcard Orbital Mind Control Laser/A/Take any Thing that is not a conspiracy or location from your opponent's control and put it in your hand.
loadcard Popular Front/A/If you control at least 2 locations, 2 general public cards and 1 conspiracy and all opponents have no conspiracy cards and each has a lesser amount of general public cards in play, you win the game.
loadcard Easily Maligned Special Interest Group/T/
loadcard Easily Maligned Religious Group/T/
loadcard Oddly Perceptive For Sheep/A/Look at a random card in an opponent's hand. If it is a conspiracy, they must discard their hand.
loadcard Sinister Initiation Ritual/A/Search the draw pile for a conspiracy and place it in your hand.
loadcard Celebrity Endorsement/A/Search the draw pile or discard pile for a General Public card. Place it in your hand.
loadcard Defection/A/Discard two cards. Take a thing from an opponent's control and place it in your hand.
loadcard Magic Bullet/A/Destroy a non-location thing
loadcard Workers United/A/If you control the USSR, Communists, and at least 3 General Public cards, you win the game
loadcard I Call It A "Laser"/A/If you control the Secret Moon Base, the Orbital Mind Control Laser, and at least 1 Conspiracy and at least 1 Corporation, you win the game.
loadcard They're Here/A/If you control The Grays and The Moon you may play this card. Play continues as normal. If you end your next turn still satisfying the conditions of this card, you win the game.
loadcard Chains of Economic Servitude/A/If you control at least 3 corporations and 1 conspiracy, you win the game
loadcard Nonaggression Treaty/A/When this card is played, pick a player secretly (write it down on a piece of paper and keep the paper to prevent cheating). If they during their next turn play an action that affects you, the action is prevented and they must discard their hand.
loadcard Nuclear War/A/This card must be played face down and declared as nuclear war. Regardless of what the response is, destroy all Locations. Anyone who disbelieved then immediately discards their hand. Shuffle the discard pile into the draw pile and have everyone redraw up to 5 cards again.
loadcard Global Pandemic/A/All players discard half their hands (round down).
loadcard Secret Rituals Published On Internet!/A/Pick an opponent. They must reveal their hand and discard any conspiracies within it
loadcard Accusations of Bias/T/Pick any group over or underrepressented in this ruleset (eg. Catholic Church, America). Complain about it. You may still play 1 action and 1 thing this turn (Ie: this card does not count as either). If accusations of bias leaves your hand, return it to your hand and then discard it.
loadcard Media Control/A/During their next turns, all players require your approval to play their actions. If you reject an action, it is returned to their hand (if an action card) or nothing happens (if a thing with an action prompt) but their action for the turn is still used up.
loadcard Rumours and Whispers/A/All players reveal their hand to the person sitting to the counterclockwise direction, then give a random card with the person sitting to the clockwise direction.
loadcard Secret Police Raid/A/Destroy a non-Location thing.
loadcard Cardboard Doomsday Device Prop/A/Declare this card face down as nuclear war. If a player states they believe it is actually nuclear war, return all of their played cards to the draw deck and shuffle it. If no one believes it is nuclear war, this card has no effect.
loadcard Brinkmanship/A/Declare this card face down as nuclear war. If a player states they believe it is nuclear war, you lose the game. If they disbelieve, take their hand, place it in your hand, and then redivide it into two equal parts as you see fit, one of which is returned to the opponent.
loadcard Sorry, A Bird Got Stuck On The Radar Dish/A/Declare this card face down as nuclear war. If a player states they believe it is nuclear war, they lose the game.
loadcard Lt. Colonel Stanislav Saves The Day/A/This card may be played immediately even on a turn that is not your own in response to nuclear war. Reveal a card that is declared as nuclear war for what it is to all players.
loadcard This Card Defeats Annoying Game Theory Problem/A/This card may be played immediately, even on a turn that is not your own in response to nuclear war. Discard a card. You are now uneffected by the results of the unknown card.
loadcard Starchild/A/Search the deck for all cards played as nuclear war. Remove them from play entirely. They may not be returned to the discard pile or draw pile during the current game. This card defeats any other card in this matter, including obstruction by US Congress or Media Control.
loadcard Spy Network/A/This card may be played immediately, even on a turn that is not your own in response to nuclear war. Destroy a conspiracy. You may look at the unknown card, but may not show others. (You can tell them, but they might not believe you).
loadcard Aissur Tievos Ni.../T/You may only play this card if you control USSR, Communists, or KGB. Play as an immediate response to nuclear war after the reveal of the card. Follow the directions on the card backwards. If this is too silly or a significant minority of the players disagree as to how to interpret the reversed card, discard this card with no effect.
loadcard The Grays/T/Action: Return a General Public card from an opponent's control to their hand.
loadcard Preemptive Strike/A/This card may be played immediately, even when not on your turn, in response to a declared nuclear war. Discard the nuclear war card, ignoring its directions. If it was Nuclear War or Doomsday Device, the player who played the card loses the game. If not, destroy 3 locations you control. If you do not have 3 locations in play, discard your hand too.
@emit [name(%#)] pastes the Cult! deck into the Dvorak Engine.

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