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 Footmen/T/Action: Pay 5 Gold to destroy a Unit.skipcard Archers/T/Action: Pay 5 Gold and discard a card to destroy a Unit.skipcard Fort/T/Your units are immune to attacks from non-missile units.skipcard 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.skipcard Footmen/T/Action: Pay 5 Gold to destroy a Unit.skipcard Footmen/T/Action: Pay 5 Gold to destroy a Unit.skipcard Footmen/T/Action: Pay 5 Gold to destroy a Unit.skipcard Catapult/T/Action: Pay 10 Gold and discard 2 cards to destroy a Unit or a Construct.skipcard Artisans/T/Action: Draw a card and reveal it to all Players. If it is not a Construct, discard it.skipcard Goldmine/T/Gain an extra two Gold at the start of each of your turns.skipcard Farm/T/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.skipcard Gift From Arabia/A/Gain fifteen Gold.skipcard Sabotage/A/Play only if you control a Unit. A chosen Opponent loses six Gold, to a minimum of zero.skipcard Tax Collectors/T/Action: Gain 3 Gold.skipcard Payday/A/Each Unit and Construct is destroyed unless its controller pays 2 Gold for it.skipcard Sheriff of Nottingham/T/At the beginning of your turn, gain one extra Gold.skipcard Jabberwock/T/Action: Destroy a random opposing Unit.skipcard 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.skipcard Medic/T/If a Unit you control, other than Medic, is destroyed, return it to your hand instead.skipcard 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.skipcard Kingdom Come/A/If you have more than 75 Gold, you win.skipcard Spies/T/Action: View an opponent's hand.skipcard Espionage/A/Take a random card from an opponent.skipcard 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.skipcard Greek Fire/A/Make an opponent discard 2 cards.skipcard Alchemist Lab/T/Action: Draw a card and reveal it to all Players. If it is not an Action, discard it.skipcard Archers/T/Action: Pay 5 Gold and discard a card to destroy a Unit.skipcard Hired Cannons/A/At the cost of 5 Gold, destroy a Unit or a Construct.skipcard Mongol Horde/A/For 10 Gold, hire a Mongol Horde to capture a Construct for you.skipcard Earthquake/A/Destroy all Constructs.skipcard Wagon Ambush/A/Steal 5 Gold from an opponent, if they have it.skipcard Bribe/A/For 10 Gold, take control of an opposing Unit.skipcard Military Advisor/T/Action: Discard a card to draw a card.skipcard 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.skipcard Farm/T/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.skipcard Roads/T/The Gold cost of the controller of Roads using a Unit's ability is reduced by two (to a minimum of zero).skipcard 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.skipcard Peasant Militia/T/Action: Pay 3 Gold to destroy a Unit, and destroy Peasant Militia.skipcard Hired Mercenaries/T/Gain one less Gold at the start of each of your turns. Action: Pay 2 Gold to destroy a Unit.skipcard Dark Warlock/T/Action: Destroy a Unit you control (other than Dark Warlock) to destroy a Unit.skipcard Unreliable Advisor/T/Action: Toss a coin. If 'heads', draw a card.skipcard Thunderstorm/T/Units may not use Actions. Toss a coin at the start of each of your turns; if tails, destroy Thunderstorm.skipcard Youth of Today/A/All Players must discard all Unit cards from their hands.skipcard Conscription/A/All Players may put any number of Unit cards into play from their hands.skipcard Bloodless Revolt/A/Return two of an opponent's Unit cards to their hand.skipcard 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.skipcard Hired Messenger/A/Pay 5 Gold. You may use 3 of your Units' Actions (but not one Unit's Action more than once) immediately.skipcard 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.