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 Genetic Spaceship Miracle/T/If an opponent runs out of Energy in the same turn you Attacked them, gain their Systems.skipcard Multiphasic Shields/T/Spend X: All Attacks against you this round are reduced by X/2 (rounded down).skipcard Torpedo Bays/A/Spend X, where X is this System's Power Strength: On your next turn, you may add X to your Attack. Cannot be used two turns in a row.skipcard Backup Generator/T/If you are reduced to 0 Energy, at the beginning of the next round, destroy this System and set your Energy to 30.skipcard Parasite Drones/T/At the end of each turn, steal 5 Energy from each opponent. This System is effective even below 0 Energy.skipcard Adaptive Shielding/T/Add X to your Defense, each turn. X starts at zero and increases by 5 at the end of any turn in which you sustained damage.skipcard Assimilation/T/When you win this System, you may buy copies of any of the other Systems on the table, by paying their Power Strength.skipcard Cloaking Shields/T/Spend 20 and Burn 5: You may not be Attacked next round.skipcard Courier Mission/T/If you've not been eliminated by the end of the tenth round, you win the game.skipcard ECM/T/Pick an opponent, after Systems have been assigned. Halve all Attacks from that Opponent that target you.skipcard Escape Pod/T/Use once per game: You can survive going below zero Energy this round. At the end of the round, lose all of your Systems and continue play with 20 Energy.skipcard Fighter Launch/T/Spend 10: Put a 5-Energy sidekick craft into play.skipcard Gauss Disruptor/A/Burn 5 and nominate a System: That System cannot be used next round.skipcard Holoship/T/You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.skipcard Hyperdrive/T/Burn 5: Enter or leave Hyperspace, at the end of the round. Whilst in Hyperspace, you cannot be targetted by anything, nor target anything. Ships in Hyperspace are treated as "eliminated" when checking for game winners.skipcard Infinite Improbability Drive/T/Spend 10: At the end of the round, if you survive, set your Energy to a random value between 0 and 100.skipcard Meteor Storm/A/Meteor Storm makes a 10-damage Attack against a random Ship during each Resolution Phase.skipcard Modular Hull/T/At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.skipcard Neutron Bomb/A/Spend 10, no more than once per round: Neutron Bomb deals 50 Damage to all players (as if Attacking), next round.skipcard Photon Cannons/A/Spend 10: Make a separate Attack for this System's Power Strength minus 20. You may not use this System if you used it in the previous round, and not more than three times per round.skipcard Scottish Engineer/T/Energy costs to use your ship's Systems are halved (rounding up).skipcard Self-Destruct Mechanism/T/Use once per game: Deal 500 damage to all ships that Attacked yours this turn, and to your own ship.skipcard Tractor Beam/T/Spend 20: A chosen opponent's Attack must be at least 10 lower next round than it was during this. If their Attack was below 10, it must be 0 next round.skipcard Power Damping Field/T/Spend X: no System with Power Strength lower than X, except this one, is effective this round.skipcard Druuge Efficiency/A/Throw X crew members into the furnace to gain a 3X bonus to all Attacks next round. The total crew expendable in this manner equals this System's System Strength.skipcard Radiant Shield/T/Opponents Attacking you must define their Attack as White or Black. Set your Defense against White and Black Attacks separately. Your Defense is doubled.@emit [name(%#)] pastes the Rumble Spaceship deck into the Dvorak Engine.