Dvorak Export: The World 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 A Gamble/A/Look at an opponent's hand. If that hand contains The World, you may take The World into your own hand; otherwise, reshuffle your entire hand into the draw pile, and draw five cards.
loadcard Always Coca-Cola (1)/T/
loadcard Ancient Superstitions (1)/T/
loadcard Astronaut/T/Your opponents must show you each card they draw as they draw it. You may not look at their cards at any other time, even if you have seen them before.
loadcard A Vision/A/Take control of The Moon, if it is in play. You may play an additional action this turn.
loadcard Biological Weapon/T/Whenever an opponent controls Epidemic, you may take control of it.
loadcard Black Hole/A/Target opponent skips their next turn.
loadcard Black Plague/A/Deadly disease spreads easily through crowded areas. Target opponent must destroy a City they control.
loadcard Bloodless Coup/A/Take control of a Power Card in play.
loadcard Care-A-Lot (1)/T/
loadcard Deconstruction/A/Target opponent discards all Power Cards in their hand. If that player has no Power Cards in hand, they must instead destroy two Power Cards they control, of their choice.
loadcard Dictionopolis (1)/T/
loadcard Dextromethorphan/A/Take control of Infinity, if it is in play. Shuffle this card into the draw pile.
loadcard Enlightenment/A/You may only play this card if you have more than three cards in your hand and less than three power points in play.%rShuffle three cards from your hand into the draw pile and draw three more.
loadcard Entrenched Ruler/T/If an opponent takes any action which would cause you to lose control of a Power Card, you may discard this card to nullify all effects of that action.
loadcard Epidemic/T/At the end of each opponent's turn, that player must destroy a Power Card they control. Destroy this card when no opponent controls any Power Cards.
loadcard Ethidium Bromide/T/When you draw this card, you must play it immediately. While this card is in play, all players draw three cards instead of one each turn.
loadcard Firearms/A/Destroy a Thing.
loadcard Floating-Point Exception/A/Add or subtract 1 to any quantity on any Thing in play. This change stays in effect until that card is removed from play.
loadcard Grave Robber/A/Take the top card from the discard pile into your hand.
loadcard Infinity (1)/T/
loadcard Kennedy Space Center/A/Look at the top twelve cards of the draw pile. If any of them is The Moon, reveal it and put it into your hand; otherwise, put the next card of the draw pile into the discard pile, and look at the following two. If either of them is The Moon, reveal it and put it into your hand. Reshuffle the draw pile.
loadcard Large Ugly City (1)/T/
loadcard Lidless Eye/A/Look at target opponent's hand. Each player then places one card from their hand on top of the draw pile. Reshuffle the draw pile. Each player then draws a card.
loadcard Life and Death/A/Choose an opponent, and flip a coin. That opponent calls it in the air. If they calls incorrectly, you may destroy a Thing.
loadcard Lords of the West/A/Destroy Thangorodrim.
loadcard Lunar Amplifier/T/The controller of The Moon draws one additional card per turn.
loadcard Lunar Energy/T/The controller of the Moon gains one power point.
loadcard Mandatory Meeting/A/Exchange two cards at random with target opponent.
loadcard Melkor (*)/T/This card's power is 2 if you control Thangorodrim, 0 if an opponent controls it, 1 otherwise.
loadcard Methamphetamine/T/At the end of each turn, put the top card of the draw pile into the discard pile.
loadcard Misery/A/Target opponent discards two cards at random. Put the top three cards of the draw pile into the discard pile.
loadcard Natural Selection/A/Look at the top three cards of the draw pile, and put them back in any order. You may reshuffle the draw pile.
loadcard NR (1)/T/
loadcard Oil Well (1)/T/
loadcard Organic Chemistry/A/Exchange hands with target opponent.
loadcard Parallel Universe/T/Action: Take any one card, other than the top card, from the discard pile and put it in your hand. You may not play any more cards this turn. At the end of this turn, give control of this card to an opponent of your choice.
loadcard Phase Two/A/Give an opponent one card from your hand. Take another turn.
loadcard Predestination/T/Players play with their hands revealed. When Predestination is destroyed, you may draw one card.
loadcard Quid Pro Quo/T/Whenever an opponent causes you to lose control of a Power Card, that player must destroy a Power Card they control. If that player does so, destroy this card.
loadcard Relentless Force/A/Discard any number of cards of your choice from your hand. Target opponent must discard the same number of cards, chosen at random.
loadcard Revolution/A/Target opponent must shuffle one City they control into the draw pile.
loadcard Rewind/A/Return any two Things target opponent controls to their hand. That opponent does not draw any cards on their next turn.
loadcard Sandy Beach (1)/T/
loadcard Second Chance/A/Return any Thing you control to your hand.
loadcard Secret Weapon/A/Set aside up to two cards from your hand. Draw that many cards. Place the cards set aside on top of the draw pile, in any order.
loadcard Standing Army (1)/T/Control the masses with threats of violence.
loadcard Stasis/T/No new Power Cards may be played by any player.
loadcard Switcharoo/A/Reveal one Power Card from your hand and shuffle it into the draw pile, then switch control of a Thing you control with a Thing controlled by an opponent.
loadcard Tactical Nuclear Strike/A/You may play this card in response to any card other than a Celestial Body. If you do so, nullify any results of that play, and move that card to the discard pile.%rIf you play this card as your action for the turn, destroy a Thing.%rEither way, you may not draw any cards on your next turn.
loadcard Take One for the Team/A/Each player destroys a Power Card they control.
loadcard Thangorodrim (1)/T/
loadcard The End/A/Search the draw pile for any card and add it to your hand, then reshuffle the draw pile.%rPlay this card only if you have three or more power points.
loadcard The Flame Imperishable (2)/T/
loadcard The Four Horsemen/A/Destroy a thing, then shuffle this card into the draw pile.
loadcard The Moon/T/You may take up to two actions on each of your turns instead of just one.
loadcard The Tao (1)/T/
loadcard The World/T/If you play this, you win the game immediately. You may only play it if you control cards with a combined total of 5 or more Power.
loadcard Thought Police/A/"Sooner or later, they always get you."%rTarget opponent must discard one Action card.
loadcard Time Compression/A/Exchange one card in your hand for any card in the discard pile. Draw one card. If you have more than five cards in your hand at the end of this turn, discard to the top of the draw pile.
loadcard Tiny Cities Made of Ashes (2)/T/If you are required to destroy a Power Card in play, you must destroy this card.
loadcard Vishnu (1)/T/
loadcard Wake the Dead/A/Reshuffle the discard pile into the draw pile.
@emit [name(%#)] pastes the The World deck into the Dvorak Engine.

Back to the The World deck