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 Footmen/T/Action: Pay 5 Gold to destroy a Unit. loadcard Archers/T/Action: Pay 5 Gold and discard a card to destroy a Unit. loadcard Fort/T/Your units are immune to attacks from non-missile units. loadcard Moat/T/The initial Gold cost of attacking your units with a non-missile Unit is doubled. Moat may not be destroyed by a Unit. loadcard Footmen/T/Action: Pay 5 Gold to destroy a Unit. loadcard Footmen/T/Action: Pay 5 Gold to destroy a Unit. loadcard Footmen/T/Action: Pay 5 Gold to destroy a Unit. loadcard Catapult/T/Action: Pay 10 Gold and discard 2 cards to destroy a Unit or a Construct. loadcard Artisans/T/Action: Draw a card and reveal it to all Players. If it is not a Construct, discard it. loadcard Goldmine/T/Gain an extra two Gold at the start of each of your turns. loadcard Farm/T/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units. loadcard Gift From Arabia/A/Gain fifteen Gold. loadcard Sabotage/A/Play only if you control a Unit. A chosen Opponent loses six Gold, to a minimum of zero. loadcard Tax Collectors/T/Action: Gain 3 Gold. loadcard Payday/A/Each Unit and Construct is destroyed unless its controller pays 2 Gold for it. loadcard Sheriff of Nottingham/T/At the beginning of your turn, gain one extra Gold. loadcard Jabberwock/T/Action: Destroy a random opposing Unit. loadcard Black Death/T/At the end of a Player's Turn, if that Player controls any Units they must destroy one. If no Units are in play, destroy Black Death. loadcard Medic/T/If a Unit you control, other than Medic, is destroyed, return it to your hand instead. loadcard Storming the Castle/A/If you have at least 5 Units in play, and an opponent has none, that opponent is defeated and removed from the game. loadcard Kingdom Come/A/If you have more than 75 Gold, you win. loadcard Spies/T/Action: View an opponent's hand. loadcard Espionage/A/Take a random card from an opponent. loadcard Barracks/T/Action: Draw a card and reveal it to all Players. If it is a Unit card, put it into play under your control. Otherwise, discard it. loadcard Greek Fire/A/Make an opponent discard 2 cards. loadcard Alchemist Lab/T/Action: Draw a card and reveal it to all Players. If it is not an Action, discard it. loadcard Archers/T/Action: Pay 5 Gold and discard a card to destroy a Unit. loadcard Hired Cannons/A/At the cost of 5 Gold, destroy a Unit or a Construct. loadcard Mongol Horde/A/For 10 Gold, hire a Mongol Horde to capture a Construct for you. loadcard Earthquake/A/Destroy all Constructs. loadcard Wagon Ambush/A/Steal 5 Gold from an opponent, if they have it. loadcard Bribe/A/For 10 Gold, take control of an opposing Unit. loadcard Military Advisor/T/Action: Discard a card to draw a card. loadcard Recession/T/If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one less Gold at the start of each of their turns. loadcard Farm/T/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units. loadcard Roads/T/The Gold cost of the controller of Roads using a Unit's ability is reduced by two (to a minimum of zero). loadcard Prosperity/T/If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one more Gold at the start of each of their turns. loadcard Peasant Militia/T/Action: Pay 3 Gold to destroy a Unit, and destroy Peasant Militia. loadcard Hired Mercenaries/T/Gain one less Gold at the start of each of your turns. Action: Pay 2 Gold to destroy a Unit. loadcard Dark Warlock/T/Action: Destroy a Unit you control (other than Dark Warlock) to destroy a Unit. loadcard Unreliable Advisor/T/Action: Toss a coin. If 'heads', draw a card. loadcard Thunderstorm/T/Units may not use Actions. Toss a coin at the start of each of your turns; if tails, destroy Thunderstorm. loadcard Youth of Today/A/All Players must discard all Unit cards from their hands. loadcard Conscription/A/All Players may put any number of Unit cards into play from their hands. loadcard Bloodless Revolt/A/Return two of an opponent's Unit cards to their hand. loadcard Chaos Winds/A/All Action cards in every Player's hand must be played or discarded immediately. The Player who plays Chaos Winds chooses which Player plays all their actions first, and it continues in the order of play. A Player cannot win while Chaos Winds is in effect. loadcard Hired Messenger/A/Pay 5 Gold. You may use 3 of your Units' Actions (but not one Unit's Action more than once) immediately. loadcard Renaissance/T/At the beginning of any Player's turn, they draw two cards instead of one. If a Player is forced to discard at the end of their turn due to having too many cards, destroy Renaissance. @emit [name(%#)] pastes the Mediaeval Warfare deck into the Dvorak Engine.
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