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 The Flood Escape/A/If the Flood control the Truth and Reconcilliation, you win. loadcard The Great Journey/A/If the Covenant control the Control Room and have a human prisoner and the Index there, you win. ("Turns out they were right all along.") loadcard Contain the Outbreak/A/If a flood has been in play, Humanity controls the Control Room, and the Index and Guilty Spark are there, you win. loadcard Light Fuse, Run Away/A/If The Master Chief and a Warthog are in The Pillar of Autumn, you win. loadcard The Truth and Reconcilliation/T/Comes into play with 15 points of Covenant.<BR>Covenant vehicles may always be played here. loadcard The Pillar of Autumn/T/Human vehicles may always be played here. loadcard The Control Room/T/ loadcard 343 Guilty Spark/T/Transport<BR>Action: Search the deck for a location and play it. loadcard The Library/T/Comes into play with 15 points of Sentinels. loadcard Human Ops Base/T/Comes into play with 15 points of Humanity. loadcard The Swamp/T/The first time troops occupy this location, add 15 points of Flood. loadcard The Silent Cartographer/T/Action: Search the deck for a location and put it into your hand. loadcard Grunts/A/Add 2 points of Covenant to a location. loadcard Elites/A/Add 7 points of Covenant to a location. loadcard Camo Elites/A/Play at any time. Add 5 points of Covenant to a location. loadcard Sentinels/A/Add 7 points of Sentinels to a location. loadcard Flood/A/Add 10 points of Flood to a location. loadcard Marines/A/Add 4 points of Humanity to a location. loadcard ODSTs/A/Add 6 points of Humanity to a location. loadcard Seargant Johnson/T/Worth 4 points, takes 3 points to destroy. Cannot be assimilated by the Flood. Can be taken prisoner if alone. loadcard The Master Chief/T/Worth 10 points, takes 3 points to destroy.<BR>If The Chief would be destroyed, Flip two coins. If either is heads, he cannot be destroyed this round. loadcard Ghost/T/Worth 6 points, takes 3 points to destroy. loadcard Warthog/T/Worth 9 points, takes 4 points to destroy. loadcard Scorpion/T/Worth 9 points, takes 7 points to destroy.<BR>6 point bonus every other round. loadcard Wraith/T/Takes 7 points to destroy.<BR>10 point bonus every other round. loadcard Pelican/T/Transport, Auto-Pilot<BR>When this is played, If any of the top 5 cards of the deck are a human vehicle, play one of them with this. You may play a human vehicle from your hand instead.<BR>Takes 3 points to destroy. loadcard Covenant Dropship/T/Transport, Auto-Pilot<BR>When this is played, If any of the top 5 cards of the deck are a Covenant vehicle, play one of them with this. You may play a Covenant vehicle from your hand instead.<BR>Worth 2 points, takes 3 points to destroy. loadcard Banshee/T/May transport, but only The Master Chief.<BR>Worth 4 points, takes 3 points to destroy.<BR>3 point bonus every other round. loadcard The Index/T/Playable only on the Library. @emit [name(%#)] pastes the Halo deck into the Dvorak Engine.