Dvorak Export: Quidditch deck


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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
loadcard Quaffle/T/The large red ball, that has to go through the hoops to score goals.
loadcard Golden Snitch/T/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.
loadcard Sweeping Play (+3)/A/Great swooping forward moves give you a brief, but potent, advantage. Add 3 to your dominance.
loadcard Lightning Passing (+1)/T/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.
loadcard Lightning Passing (+1)/T/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.
loadcard Flying High/T/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.
loadcard Trick Play (+4/2/1)/A/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.
loadcard Trick Play (+4/2/1)/A/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.
loadcard Trick Play (+4/2/1)/A/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.
loadcard Playing Tough (+1)/T/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.
loadcard Playing Tough (+1)/T/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.
loadcard Tactical Bludgering (-2)/A/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.
loadcard Tactical Bludgering (-2)/A/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.
loadcard Tactical Bludgering (-2)/A/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.
loadcard Weaving (+1)/A/Raise your dominance by one.
loadcard Weaving (+1)/A/Raise your dominance by one.
loadcard Weaving (+1)/A/Raise your dominance by one.
loadcard Weaving (+1)/A/Raise your dominance by one.
loadcard Blistering Speed (+2)/A/Unless an opponent has a faster broomstick than yours in play or can discard one from their hand, add two to your dominance score.
loadcard Outside Problems (-1)/T/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.
loadcard Supporters (+1)/T/At the start of your turn, if your dominance score is lower than that of each opponent, add one to it.
loadcard Supporters (+1)/T/At the start of your turn, if your dominance score is lower than that of each opponent, add one to it.
loadcard "It's all gone quiet over there!" (+1)/A/Add one to your dominance. The Player with the most points may draw a card.
loadcard Dopplebeater Defence/A/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.
loadcard Match Nerves/T/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.
loadcard Rain (-1?)/T/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.
loadcard Saved/A/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.
loadcard Saved/A/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.
loadcard Saved/A/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.
loadcard Strayed Off The Pitch/A/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.
loadcard Stunned By A Bludger/A/A player can be KO'd by a well-placed bludger. Destroy a player card.
loadcard Stunned By A Bludger/A/A player can be KO'd by a well-placed bludger. Destroy a player card.
loadcard Pass/A/Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
loadcard Pass/A/Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
loadcard Penalty/A/You are awarded a penalty and will score a goal (10 pts, Quaffle to centre) unless an opponent discards two cards to save it.
loadcard Blagging/A/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.
loadcard Bludger the Seeker/T/When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
loadcard Bludger the Seeker/T/When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
loadcard Daring Risk/T/Sometimes catching the snitch means taking a risk.
loadcard Perfect Catch/T/A Seeker needs to have the safest pair of hands.
loadcard Obstruction By The Chaser/T/Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
loadcard Obstruction By The Chaser/T/Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
loadcard Nudge Off Course/T/Often Seekers will be side by side as they go for the snitch.
loadcard Quick Off The Mark/T/As soon as you see that snitch you need to be going for it.
loadcard Wronski Feint/A/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.
loadcard Nippy Seeker/T/When the Golden Snitch is played, add 1 to your Seeker total (only if Nippy Seeker is in play).
loadcard Accurate Beater/T/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.
loadcard Powerful Beater/T/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.
loadcard Crack-shot Chaser/T/You only need to beat an opponent's dominance score by three to choose Score as a Manoeuvre, not beat it by four.
loadcard Sure-handed Chaser/T/While you possess the Quaffle, opponents may not choose the Snatch manoeuvre unless their dominance beats yours by at least two.
loadcard Competitive Captain/T/When you choose the Outfly manoeuvre, you may draw two cards, then discard two cards.
loadcard Top Keeper/T/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.
loadcard Nimbus 2000 (+1)/T/Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.<BR>Destroy Nimbus 2000 when you play another broomstick card.
loadcard Nimbus 2000 (+1)/T/Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.<BR>Destroy Nimbus 2000 when you play another broomstick card.
loadcard Nimbus 2001 (+1)/T/Faster than the Nimbus 2000. Add one to your dominance at the start of your turn if no opponent has a faster broomstick.<BR>Destroy Nimbus 2001 when you play another broomstick card.
loadcard Firebolt (+1)/T/Fastest Broomstick. Add one to your dominance at the start of your turn. No broomstick can save your opponents now.<BR>Destroy Firebolt when you play another broomstick card.
@emit [name(%#)] pastes the Quidditch deck into the Dvorak Engine.

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