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.)
cleardeckskipcard Complex Plane/T/Things with one <i>i</i> token are imaginary, and Things with two <i>i</i> tokens are negative. Except for this card, real and imaginary Things may not interact with each other. If any player has a negative number of Things, they win. Action: Put an <i>i</i> token on any non-token Thing.skipcard Mirror Maze/T/This card comes into play with five Mirror tokens on it. Whenever one of your non-token Things would be destroyed, roll a die; if the result is less than or equal to the number of Mirror tokens in play, destroy a Mirror token instead.skipcard Turbo Mode/T/Any player who does not play both an Action and a Thing during their turn is eliminated.skipcard Simplification/A/Every token and every card referring to tokens is destroyed.skipcard Self-Destruct Signal (7N)/A/Destroy any number of your own Things and/or Things played onto your Things.skipcard Brainshock (8N)/A/Target player reveals 2 cards at random from their hand, then discards any Actions revealed this way.skipcard Deflector Field (9N)/T/When this comes into play, gain an Energy Token. If one of your non-Token Things would be destroyed and you control an Energy Token, destroy one of your Energy Tokens instead.skipcard I'm the Librarian and I'll Do Whatever the Hell I Want/T/This card's controller can look through the draw deck at any time and rearrange the cards therein as they see fit. At the beginning of their turn, the Controller may take any two cards from the deck. This card can be destroyed by a majority vote four turns after it is played.skipcard Enough with the Crazy Titles/A/Destroy all Things in play with two-line titles or titles longer than three words.skipcard King in the Castle/T/Everything that players would normally vote on to decide has its outcome decided by the controller of this card. Every time this occurs, create a Civil Unrest Token. When you have five Civil Unrest Tokens you must destroy King in the Castle.skipcard Autowin/A/Pretend to win the game, but you actually don't. ("I use Autowin! I win!")skipcard Compensation/A/Every player draws a card for every non-token Thing they have less than the average number of Things in play, or discards a card for every non-token Thing more than the average.skipcard Mr. Fusion/T/Thing: Destroy a non-token Thing you control and play an Action.skipcard Milliway's/A/Draw ten cards and skip your next turn.skipcard Cosmic Keystone (1O)/T/If Cosmic Keystone is destroyed and there are no other Keystones in play, the game ends.skipcard Mutation Chamber (2O)/T/Action:Destroy one of your Things. Then reveal cards from the top of the draw pile until you reveal a Thing. Put that Thing into play and the other revealed cards on the bottom of the draw pile.skipcard Apocalypse (3O)/A/Destroy all Things and end your turn.skipcard Kindle/T/When Kindle comes into play put all cards in play with more than 4 lines of rules text under Kindle. Kindle may be considered a copy of any one of those cards, the rest are considered out of play. %r Action: Switch Kindle's mimic card.skipcard craddle to craddle/T/Owner never has to discard, and may use the discard pile as a draw pile.skipcard NATO/T/Create a NATO token when you play this card. Give contol of the Nato token to another player. If there are more than two players, players with NATO tokens cannot destroy things of players with NATO cards. %rAction: destroy NATO token.skipcard Whoa, Hey, What Are We Doin'/A/The discard pile is now the draw pile; the draw pile is now the discard pile.skipcard Stiffs/T/At any time---including in order to counter an action---players may vote to decide if a card is too silly for the game. If it is, discard that card.skipcard The Biggest Secret/T/(As long as this card is in your hand, you've won the game. However, you may not play this card, nor may you tell anyone you've won. Keep that to yourself. If someone tries to eliminate you, the game ends. Now, shhhhh.)skipcard Royal Court (4O)/T/Whenever a player controls 10 Sycophants, they win the game%r%rAction:Gain a Sycophant Token.skipcard In Between Moments (5O)/T/If a Thing would be destroyed, it does not leave play until the end of your turn. ("If it's not your turn, it doesn't leave play until after your next turn.")skipcard Brain Food (6O)/T/Action:Destroy Brain Food and draw 3 cards.skipcard Arms Dealer/A/Draw and reveal cards until you have revealed two cards with 'destroy a Thing' in their text. Keep one, and give the other to an opponent. Discard all other cards revealed in this way.skipcard Armistice Dealer/A/Destroy all Things with the word 'destroy' in their card text. Each player reveals their hand and discards any cards with 'destroy' in their card text.skipcard Generous friends (F4)/A/All players either give you a card from their hand or a token they control.skipcard mass production (V1)/A/All cards that produces tokens have that ability triggered now.skipcard Schrödinger's cat (X2)/T/if Schrödinger's cat would be destroyed flip a coin instead if heads Schrödinger's cat is not destroyed.skipcard Show me Anger!/A/Force a player to play an 'offensive' Action on another player.skipcard Necrosis/T/Action: Place a Dead Cells Token on a player. A Dead Cells Token takes up space in the same way a card might; thus, where a player would normally have five cards, they now have four cards and a Dead Cells Tokenskipcard Sorcerer's Apprentice/A/Select an Action ability from the Things in play which you do not control. Activate that action ability twenty times (with its controller making any decisions required).skipcard Howling Mine/T/Each player draws an extra card at the start of their turn.skipcard Shadow of the Colossus/T/When Shadow of the Colossus comes into play, add to another player's 'living' thing "Action: Put a Scale the Colossus token into play." If ten Scale the Colossus tokens are in play, destroy Shadow of the Colossus. If the Thing that can Scale the Colossus is destroyed, give another 'living' Thing that ability. Action: Destroy a Thing that cannot Scale the Colossus.skipcard Arthur, King of the Britons/T/Every instance of the number 3 is read as 5.skipcard War of Attrition/T/Every player with more than one card in their hand must discard a card at the end of their turn.skipcard SETI@Home/T/Action: Draw a card. If it is an Alien card, you win.skipcard Apothecary/T/At the beginning of your turn, play either a Potion or Salve Token. Apothecary may use its Actions at any time.%rAction: Destroy a Potion; play an Action.%rAction: Destroy a Salve; prevent an Actionskipcard A Flurry of Dead Chickens/A/All players get ten Dead Chicken Tokens.skipcard Zombie Infestation (7O)/T/Whenever you destroy a non-Token Thing, gain a Zombie Token.skipcard Mailed to China (8O)/A/Return target Thing to its controller's hand. If it's a token, destroy it. Either way, draw a cardskipcard Imitate (9O)/A/Play this as if it were the top Action in the discard pile. If there are no Actions in the discard pile, or if this is the top card in the discard pile, draw three cards.skipcard Make it Rain/T/The controller of this card may place as many of any kind of Token (that does not affect play) on any player at any time.skipcard Thoughtcrime/A/If half (rounding up) or more of the cards in target player's hand are Actions, that player chooses either elimination or playing with their hand revealed for the rest of the game and discarding any Action that comes into their hand. If they choose the latter, they keep this card as they would an indestructible Thing.skipcard Yes, Please/A/Target player draws you two cards.skipcard The Other Man's Grass/A/Starting with you, each player gains control of a Thing of their choice (excluding Things whose ownership has already been changed by this card, this turn).skipcard Cut and Shut/T/Action: Destroy a non-token Thing you control, and put two Half tokens into play. Action: Destroy two Half tokens. Draw and reveal cards until you draw a Thing card; put it into play. Discard any other cards drawn in this way.skipcard Fortress of Solitude/T/Opponents may not play Actions. You may not draw cards. When your hand is empty, destroy this Thing.skipcard Sniper Rifle/T/Action: Target player shows you the Things in their hand. Choose one for them to discard.skipcard The Vast Gulph of Space/T/While this card is in play, no one can see any Things except for their own and this card.skipcard Garden/T/Comes into play with one Seed token. At the beginning of your turn, do one of the following: *Put a Water token on every Seed; *put a Sunlight token on every Seed; or *destroy every Seed token with a Water and a Sunlight token on it, draw a card for each, and flip a coin for each to put one or two more Seed tokens into play.skipcard Strike/T/Remove all human Things from play; replace them if this card is destroyed.skipcard Boomerang/A/Look through the discard pile for an Action played by an opponent that affected you and play it, affecting them.skipcard Temporal Bypass/A/Play in response to an Action being played. That Action's effects do not occur until its controller's next turn.skipcard Factory Floor/T/During your turn, you may destroy a token you control to play a Thing from your hand. This doesn't count towards your per-turn Thing limit.skipcard Robot Uprising/T/All Things other than this one count as Robots. Each Robot has the ability <i>"Action: Destroy a Robot."</i>skipcard Storm Warning/A/Destroy a Thing. You can only play this card if you revealed it from your hand during your previous turn. (You may reveal this card from your hand at any time.)skipcard Do Not Panic/T/Draw a card at the end of your turn if you played no cards this turn. Opponents' cards can't force you to discard or play cards.skipcard Panic Mode/T/And the end of every non-extra turn (not just your own), take an extra turn. Your maximum hand size is reduced by 4.skipcard New Shoes/A/Draw two cards.skipcard It's Past Somebody's Bedtime/A/The sleepyhead of your choice loses a turn.skipcard You Scratch My Back/A/You and target opponent may each choose one of each other's Things to gain control of.skipcard Occam's Razor Blade/T/Action: Destroy target Thing with the most words in its rules text among Things in play. ("Chuck Norris shaves with this.")skipcard See What I Did There?/T/You may only keep this card in your hand or discard it; you may not play it or show it to anyone unless forced to. The player who forced you to show them the card is eliminated as soon as they read it.skipcard You're Not Authorized/T/No player can force you to show any of your cards.skipcard Pyramid Scheme/T/If you control exactly 15, 21, 28, 36, 45, 55, 66 or 78 Brick tokens, you win the game. Action: Put one Brick token into play for every living Thing you control.skipcard Mail Order Catalogue/A/An opponent of your choice draws a card and reads the title. You may either: take the card into your hand; or force them to discard it and repeat the process. When the tenth card has been drawn in this way, you must take it into your hand.skipcard Bloody torso (d2)/T/Bloody torso counts as a zombie tokenskipcard Nemesis (X2)/T/Action: Destroy Target living or undead thingskipcard Zombified accountant (2c2)/T/Everytime you gain money tokens you may draw a card.skipcard Groundhog Day/T/At the end of each player's turn, any cards they played that turn (except for this one) are returned to their hand.skipcard Mint/T/Action: Gain ten money tokens.skipcard Backpack/T/Your hand size limit is increased by two.skipcard Token Pistol/T/Action: Destroy a token you control to return an opponent's Thing to their hand.skipcard Time is Money/T/Action: Destroy five Money tokens you control to take another turn after this one. Action: Put five Money tokens into play under your control, and skip your next turn.skipcard Market Forces/T/When this comes into play, give each player five Money tokens. Each player must destroy a Money token they control, before playing an Action or Thing, otherwise that Action or Thing cannot be played. Action: Gain two Money tokens. Each opponent gains one Money token.skipcard Red Tape/T/No player may play an Action without first playing a Thing.skipcard Gold-stone Castle (7)/T/Action: Return any Thing you control to your hand.skipcard Thing Parade/T/Action: Draw cards until you draw an Action. Discard it and keep the Things.skipcard Boarding Action/A/Give target opponent any number of Things you control. Destroy that many target Things they control.skipcard The Random Number Generator Is Broken./T/Whenever a random result would be chosen from a fixed set ''(e.g. flipping a coin or choosing a random page of the Infinite Dvorak deck, but not choosing a random Thing in play or card in a player's hand)'', instead use the last result chosen for that set.skipcard Error 404/A/Play immediately in response after a player searches the deck for a card. Remove that card from the game. They may search again.skipcard Battle Royale/A/Every player sets aside their hand, then draws cards until they have five Actions and discards the rest. Starting with you, every player plays one card at a time. When anyone runs out of cards, every player discards their hand and picks up their original hand, and the game resumes.skipcard Homing Missile/T/Name a Thing when this card comes into play. At the end of its controller's next turn, destroy that Thing and this card.skipcard I'd Like One Of Each, Please/A/Shuffle your hand into the draw pile and put the top five cards from the discard pile (besides this one) into your hand.skipcard Hit Points/T/When this comes into play, each player creates ten Hit Point tokens and puts them into play. If a player ever has no Hit Point tokens in play, they lose the game.skipcard Wait! That's a Mimic!/A/Play in response to a Thing being played; destroy that Thing, and its controller discards a card at random.skipcard A Hand of Things/T/If a player has more than five Things in play at the end of their turn, they must destroy Things they control until they have only five.skipcard Corpse bride (Z2)/T/In order to play attach to a living thing already in play if either card is destroyed both are. Counts as a zombie token.skipcard Zombie garden (Z8)/T/Whenever a living thing is destroyed create a zombie token on this cardskipcard Zombie gas (DC2)/A/Destroy all living things and replace them with zombie tokens under original owner's control.skipcard Predict (1P)/A/Look at target player's hand and the top 2 cards of the draw pile.skipcard Prepare (2P)/A/Look at the top 5 cards of the draw pile. Put one of them in your hand and replace the rest in any order.skipcard Preview (3P)/A/Reveal an Action from your hand. Play this as if it were the revealed Action.skipcard Trojan Horse/T/Instead of playing a Thing, you may put a card from your hand face-down under Trojan Horse. If Trojan Horse leaves play, send all cards under it to the discard pile. Action: Put all cards under Trojan Horse into play.skipcard Ping/T/Action: An opponent of your choice must show you a card from their hand.skipcard Fizzing Dynamite/T/This card comes into play with five Fuse tokens on it. At the start of your turn, remove a Fuse token from this card. When you remove the last token, destroy all Things you control. Action: Give this card (and all of its tokens) to an opponent of your choice.skipcard Darkness/T/All Things in play except Darkness are turned face down. On each players turn they may turn one of their Things face up and use the rules on the card. At the end of their turn if a player didn't use an Action or Thing ability on a card turn it face down. Thing: Turn a card face up Action: Turn a card face down.@emit [name(%#)] pastes the Infinite Dvorak deck/Cards 2201-2300 into the Dvorak Engine.