Dvorak Export: Castles deck (Dvorax)


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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
loadcard hr/Castle (50)/Building/When this card is destroyed you lose the game.
loadcard hr/General (5)/Special/All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
loadcard hr/Wizard (2)/Special/Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone.
loadcard hr/Spy (1)/Special/This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
loadcard hr/Assassin (1)/Special/This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone.
loadcard hb/Castle (50)/Building/When this card is destroyed you lose the game.
loadcard hb/General (5)/Special/All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
loadcard hb/Wizard (2)/Special/Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone.
loadcard hb/Spy (1)/Special/This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
loadcard hb/Assassin (1)/Special/This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Spearman (4)/Soldier/Action: Deal 3 damage to any card in this card's zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Archer (2)/Soldier/Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
loadcard hw/Builder (1)/Civilian/Action: Play a Building from your hand into the zone that this card is currently in.
loadcard hw/Builder (1)/Civilian/Action: Play a Building from your hand into the zone that this card is currently in.
loadcard hw/Builder (1)/Civilian/Action: Play a Building from your hand into the zone that this card is currently in.
loadcard hw/Builder (1)/Civilian/Action: Play a Building from your hand into the zone that this card is currently in.
loadcard hw/Repairer (1)/Civilian/Action: Give 1HP to any Building in this card's zone.
loadcard hw/Repairer (1)/Civilian/Action: Give 1HP to any Building in this card's zone.
loadcard hw/Repairer (1)/Civilian/Action: Give 1HP to any Building in this card's zone.
loadcard hw/Repairer (1)/Civilian/Action: Give 1HP to any Building in this card's zone.
loadcard hw/Healer (1)/Civilian/Action: Give 1HP to any Civilian or Soldier in this card's zone.
loadcard hw/Healer (1)/Civilian/Action: Give 1HP to any Civilian or Soldier in this card's zone.
loadcard hw/Healer (1)/Civilian/Action: Give 1HP to any Civilian or Soldier in this card's zone.
loadcard hw/Healer (1)/Civilian/Action: Give 1HP to any Civilian or Soldier in this card's zone.
loadcard hw/Cannon (8)/Building/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
loadcard hw/Cannon (8)/Building/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
loadcard hw/Cannon (8)/Building/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
loadcard hw/Cannon (8)/Building/This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
loadcard hw/Catapult (5)/Building/This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
loadcard hw/Catapult (5)/Building/This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
loadcard hw/Scaling Ladder (2)/Building/If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
loadcard hw/Scaling Ladder (2)/Building/If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
loadcard hw/Wall (15)/Building/Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
loadcard hw/Wall (15)/Building/Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
loadcard hw/Blacksmith (1)/Building/Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
loadcard hw/Blacksmith (1)/Building/Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
loadcard hw/Military Camp (1)/Building/Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
loadcard hw/Military Camp (1)/Building/Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
loadcard hw/Repair/Action/Choose a Building. It receives +5 HP.
loadcard hw/Repair/Action/Choose a Building. It receives +5 HP.
loadcard hw/Medicine/Action/Choose a Civilian or Soldier. It receives +1 HP.
loadcard hw/Medicine/Action/Choose a Civilian or Soldier. It receives +1 HP.
loadcard hw/Charge/Action - Tactic/Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
loadcard hw/Charge/Action - Tactic/Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
loadcard hw/Arrow Rain/Action - Tactic/Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
loadcard hw/Arrow Rain/Action - Tactic/Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
loadcard hw/Cause Rout/Action - Tactic/Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
loadcard hw/Cause Rout/Action - Tactic/Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
loadcard hw/Trap/Action - Instant/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
loadcard hw/Trap/Action - Instant/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
loadcard hw/Trap/Action - Instant/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
loadcard hw/Trap/Action - Instant/Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
loadcard hw/Rally Forces/Action - Tactic/Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
loadcard hw/Rally Forces/Action - Tactic/Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
loadcard hw/Ambush/Action - Tactic/Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
loadcard hw/Ambush/Action - Tactic/Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
loadcard hw/Incendiarism/Action - Tactic/Deal 3 damage to all units in a particular zone.
loadcard hw/Incendiarism/Action - Tactic/Deal 3 damage to all units in a particular zone.
loadcard hw/Resurrection/Action - Spell/Look through the discard pile for two cards and put them into your hand.
loadcard hw/Resurrection/Action - Spell/Look through the discard pile for two cards and put them into your hand.
loadcard hw/Plague/Action - Spell/Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
loadcard hw/Plague/Action - Spell/Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
loadcard hw/Lightning Storm/Action - Spell/Deal 3 damage to all cards on your opponent's side of the field (including your own).
loadcard hw/Lightning Storm/Action - Spell/Deal 3 damage to all cards on your opponent's side of the field (including your own).
@emit [name(%#)] pastes the Castles deck into the Dvorak Engine.

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