This is a tab-separated dump of the deck, designed for import into Lackey's carddata.txt.
To use this in Lackey, copy this address to the AutoUpdate field in Lackey's Preferences:
http://dvorakgame.co.uk/export.php?deck=Quidditch_deck&lackeyimg=image&d=/d
For further information, read this page.Name Set ImageFile Type CornerValue Text FlavorText Creator Quaffle quidditch thing Thing The large red ball, that has to go through the hoops to score goals. Golden Snitch quidditch thing Thing The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues. Sweeping Play quidditch action Action +3 Great swooping forward moves give you a brief, but potent, advantage. Add 3 to your dominance. Lightning Passing quidditch thing Thing +1 Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn. Lightning Passing quidditch thing Thing +1 Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn. Flying High quidditch thing Thing Staying above the opposition helps you keep the ball. Choose a Thing when you play this card. As long as you possess the Quaffle, that Thing is blank. When you score, return Flying High to your hand. Trick Play quidditch action Action +4/2/1 Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. Trick Play quidditch action Action +4/2/1 Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. Trick Play quidditch action Action +4/2/1 Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. Playing Tough quidditch thing Thing +1 A useful tactic until the ref spots you. At the start of your turn add one to your dominance and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. Playing Tough quidditch thing Thing +1 A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. Tactical Bludgering quidditch action Action -2 Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. Tactical Bludgering quidditch action Action -2 Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. Tactical Bludgering quidditch action Action -2 Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. Weaving quidditch action Action +1 Raise your dominance by one. Weaving quidditch action Action +1 Raise your dominance by one. Weaving quidditch action Action +1 Raise your dominance by one. Weaving quidditch action Action +1 Raise your dominance by one. Blistering Speed quidditch action Action +2 Unless an opponent has a faster broomstick than yours in play or can discard one from their hand, add two to your dominance score. Outside Problems quidditch thing Thing -1 The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance reaches zero or exceeds yours. Supporters quidditch thing Thing +1 At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. Supporters quidditch thing Thing +1 At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. "It's all gone quiet over there!" quidditch action Action +1 Add one to your dominance. The Player with the most points may draw a card. Dopplebeater Defence quidditch action Action Both your beaters hit the bludger to give it a frightening speed and power. Discard a card to pick an opponent. They miss a turn. You may not choose the Bludger manoeuvre this turn. Match Nerves quidditch thing Thing Pick an opponent. At the beginning of their turn roll a die. On a 1-2 they are unable to draw a card. When they score a goal destroy Match Nerves. Rain quidditch thing Thing -1? At the start of each Player's turn, roll a die. On a 1-3 they can pick a Player whose dominance drops by one. On a 5-6 their dominance drops by one. On a 6 this card is destroyed. Saved quidditch action Action Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. Saved quidditch action Action Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. Saved quidditch action Action Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. Strayed Off The Pitch quidditch action Action Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left. A Pass card may not be played in response. Stunned By A Bludger quidditch action Action A player can be KO'd by a well-placed bludger. Destroy a player card. Stunned By A Bludger quidditch action Action A player can be KO'd by a well-placed bludger. Destroy a player card. Pass quidditch action Action Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it. Pass quidditch action Action Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it. Penalty quidditch action Action You are awarded a penalty and will score a goal (10 pts, Quaffle to centre) unless an opponent discards two cards to save it. Blagging quidditch action Action Grabbing hold of an opponent's broom is a despicable tactic. A chosen opponent must discard two cards, but you are caught and must give away a penalty goal (10 pts, Quaffle to centre). You can play this card at any time, even during an opponent's turn. Bludger the Seeker quidditch seeker_seeker Seeker - Seeker When you see the Seeker going for the snitch the best thing to do is knock him off his broom. Bludger the Seeker quidditch seeker_seeker Seeker - Seeker When you see the Seeker going for the snitch the best thing to do is knock him off his broom. Daring Risk quidditch seeker_seeker Seeker - Seeker Sometimes catching the snitch means taking a risk. Perfect Catch quidditch seeker_seeker Seeker - Seeker A Seeker needs to have the safest pair of hands. Obstruction By The Chaser quidditch seeker_seeker Seeker - Seeker Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card Obstruction By The Chaser quidditch seeker_seeker Seeker - Seeker Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card Nudge Off Course quidditch seeker_seeker Seeker - Seeker Often Seekers will be side by side as they go for the snitch. Quick Off The Mark quidditch seeker_seeker Seeker - Seeker As soon as you see that snitch you need to be going for it. Wronski Feint quidditch action Action A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a player. That player reveals their hand and discards two Seeker cards. If they had no Seeker Cards, you lose a point of dominance. After you have played this card, you may not Search or play the Golden Snitch for your next three turns. Nippy Seeker quidditch thing_player Thing - Player When the Golden Snitch is played, add 1 to your Seeker total (only if Nippy Seeker is in play). Accurate Beater quidditch thing_player Thing - Player You only need to beat an opponent's dominance score by two to choose Bludger as a Manoeuvre, not beat it by three. If you also have Powerful Beater you may use either his ability or this one; you may not use both. Powerful Beater quidditch thing_player Thing - Player When you choose the Bludger Manoeuvre the card your opponent discards must be chosen randomly. If you also have Accurate Beater you may use either his ability or this one; you may not use both. Crack-shot Chaser quidditch thing_player Thing - Player You only need to beat an opponent's dominance score by three to choose Score as a Manoeuvre, not beat it by four. Sure-handed Chaser quidditch thing_player Thing - Player While you possess the Quaffle, opponents may not choose the Snatch manoeuvre unless their dominance beats yours by at least two. Competitive Captain quidditch thing_player Thing - Player When you choose the Outfly manoeuvre, you may draw two cards, then discard two cards. Top Keeper quidditch thing_player Thing - Player Whenever an opponent scores a goal against you roll a die. On a 5 or 6, the goal is saved and you take possession of the Quaffle. Nimbus 2000 quidditch thing_broomstick Thing - Broomstick +1 Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card. Destroy Nimbus 2000 when you play another broomstick card. Nimbus 2000 quidditch thing_broomstick Thing - Broomstick +1 Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card. Destroy Nimbus 2000 when you play another broomstick card. Nimbus 2001 quidditch thing_broomstick Thing - Broomstick +1 Faster than the Nimbus 2000. Add one to your dominance at the start of your turn if no opponent has a faster broomstick. Destroy Nimbus 2001 when you play another broomstick card. Firebolt quidditch thing Thing +1 Fastest Broomstick. Add one to your dominance at the start of your turn. No broomstick can save your opponents now. Destroy Firebolt when you play another broomstick card.