Dvorak Export: Techsploitation deck


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

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Card Width :cm Text Box, Min. Height :cm
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Basic Combat Robot
Thing
Weaponized Machine. No-frills metal man on legs, with a gun for an arm.
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White Transit Van
Thing
Basic Machine. There's quite a bit of room in the back.
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Robot Arm
Thing
Basic Machine. This thing could keep going all day and night.
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Omega 13
Thing
Prototype Machine. Turns back time 13 seconds. I'd save this until you really need it. It's also really pretty!
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Forcefield
Thing
Basic Machine. Needs to recharge for one turn between uses.
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Teleswapper
Thing
Prototype Machine. Swaps any one Machine you have with any one Machine someone else has.
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Electric Guitar
Thing
Basic Machine. It looks strange, like it was built by someone with no knowledge of guitars. It still looks like it could make some good sounds, though.
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Spaceship
Thing
Basic Machine. It probably doesn't have a lot of fuel, but it could definitely reach orbit a few hundred times.
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Microwave Oven
Thing
Basic Machine. You may spend one Research point to Weaponize this, and then another to Reverse Engineer it.
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Automated Target Tracker
Thing
Advanced Machine. This is a mounted webcam with advanced tracking software. This thing could point at a fly's fart in a sandstorm.
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Drilling Laser
Thing
Advanced Machine. A powerful laser that could cut through almost anything.
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Military Funding
Action
Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn.
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Military Funding
Action
Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn.
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Reprogram
Action
Gain control of one Machine that someone else controls.
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Reprogram
Action
Gain control of one Machine that someone else controls.
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Poor Design
Action
A chosen Technology is knocked back to the Prototype stage.
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Poor Design
Action
A chosen Technology is knocked back to the Prototype stage.
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Funds Dry Up
Action
A target opponent gains no Research points during their next two turns.
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Funds Dry Up
Action
A target opponent gains no Research points during their next two turns.
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Fabrication Plant Riot
Action
A target opponent can Produce no Machines during their next turn.
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Fabrication Plant Riot
Action
A target opponent can Produce no Machines during their next turn.
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Gremlins
Action
A target opponent can use no Machines during their next turn.
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Gremlins
Action
A target opponent can use no Machines during their next turn.
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EMP
Action
All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn.
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EMP
Action
All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn.
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Back to the Techsploitation deck