Dvorak Export: Risk deck


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=Risk_deck&lackeyimg=image&d=/d

For further information, read this page.

Image file named after:
Address of image directory:
Name	Set	ImageFile	Type	CornerValue	Text	FlavorText	Creator
Spy	risk	thing_special_unit	Thing - Special Unit		Action:  Pass: Reveal one random card from any opponent's hand or set.  Overpass: Reveal all cards from any opponent's hand or set.  Fail: Spy is destroyed.  Any revealed cards are shown only to you.		
Terrorist	risk	thing_special_unit	Thing - Special Unit		Action:  Pass: Destroy one random card from any opponent's hand or in play. Terrorist is destroyed.  Overpass: Destroy up to two random cards from any opponent's hand, set, or in play.  Fail: Spy is destroyed.		
Thief	risk	thing_special_unit	Thing - Special Unit		Action:  Pass or Overpass: Take one random card from any opponent's hand, set, or in play.  Fail: Spy is destroyed.		
Saboteur	risk	thing_special_unit	Thing - Special Unit		Action:  Pass: Destroy one army in any territory.  Overpass: Destroy 1d6 armies in any territory.  Fail: Saboteur is destroyed.		
Diplomat	risk	thing_special_unit	Thing - Special Unit		Action: Until the start of your next turn, the target player may not attack you with armies.  Action:  Pass, Overpass: Take control of a territory owned by an opponent. All existing armies there are removed. Place 1d6 armies on that territory.		
Nuclear Weapon	risk	thing_special_unit	Thing - Special Unit		Action:  Pass: Destroy 2d6 armies in the target territory.  Overpass: Destroy all armies in the target territory.  Even if you fail the check, the territory becomes contaminated. For the next 2d6 turns, 2 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Nuclear Weapon is destroyed upon use.		
Biological Weapon	risk	thing_special_unit	Thing - Special Unit		Action:  Pass: Destroy 1d6 armies in the target territory.  Overpass: Destroy 1d8 armies in the target territory.  Even if you fail the check, the territory becomes contaminated. For the next 1d6 turns, 1 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Biological Weapon is destroyed upon use.		
Hospital	risk	thing_building	Thing - Building		Whenever an opponent plays Biological Weapon on a territory you control, make a check.  Pass, Overpass: The effect of Biological Weapon is neutralised.		
Anti-Nuke	risk	thing_building	Thing - Building		Whenever an opponent plays Nuclear Weapon on a territory you control, make a check.  Pass, Overpass: The effect of Nuclear Weapon is neutralised.		
Defence Service	risk	thing_building	Thing - Building		Whenever an opponent plays Spy, Terrorist, Thief or Saboteur, make a check.  Pass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised.  Overpass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised. Spy, Terrorist, Thief or Saboteur is destroyed.		
Supplies	risk	action	Action		For this turn, all armies in the target territory may move or attack twice.		
Negotiate Peace	risk	action	Action		Until the start of your next turn, no armies may be used on the target player.		
Reinforcement	risk	action_instant	Action - Instant		You receive 1d6 armies. Place all of these on any territory you own.		
Commando	risk	action	Action		You receive 2d6 armies. Place all of these onto any enemy territory and immediately resolve a battle. Support units may be used.		
Fighters	risk	thing_special_unit	Thing - Special Unit		Action: This card has the strength of 2d6 armies. Resolve a battle between this card and any enemy territory. You may not use support units. At any time during this battle, you may call for a retreat. All of the survivng strength of Fighters is converted into armies. Place all of these armies on any territory you own and destroy Fighters.		
Tanks	risk	thing_support_unit	Thing - Support Unit		All of your armies in the target territory receive +1 on their dice rolls.		
Artillery	risk	thing_support_unit	Thing - Support Unit		For all attacks involving the target army, the target army rolls a d8 instead of a d6.		
Machine Guns	risk	thing_support_unit	Thing - Support Unit		For all attacks made on the territory where the target army is in, the target army rolls a d8 instead of a d6.		

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