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.)
cleardeckskipcard hr/Pick Pocket (0)/Action/Steal a coin from an opponent.skipcard hr/Overtime (0)/Action/Ready one of your Things.skipcard hr/Bury Treasure (0)/Action/Return one of your Things to your hand. <i>(this lets you have a Treasure in your hand)</i>%r%rYou may play this out of turn in response to an opponent's Action or Use, but it costs 3 Coins.''skipcard hb/Scrap Gold (0)/Thing/You may destroy this to spend it like a Coin.skipcard hr/Contact the Black Market (0)/Action/Discard two Treasures from the Shelf and gain a Coin. Increase the Income. %r%r You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.skipcard hb/Diver's Drill (0)/Thing/Use(1): Put a counter on target Boat. If it has at least as many counters as its cost, destroy that Boat and this Diver's Drill.skipcard hr/Explore the Cove (0)/Action/Gain a coin and increase the Income. Gain an extra coin if you have a Boat.skipcard hr/Steal Plans (1)/Action/Look at an opponent's hand. If they have any Actions, choose one and discard it.skipcard hr/Arson (1)/Action/Destroy target Boat OR target player discards a card at random.skipcard hb/Banana Barge (1)/Thing - Boat/Use(1): put a coin on this. If it has 3+ coins, remove them all, gain 5 coins, increase the Income and draw a card.skipcard hb/Trained Monkey (1)/Thing/Use(2): Destroy a Treasure on the Shelf. (""Who keeps letting that infernal beast in here?"")skipcard hb/Market Stall (1)/Thing/Use(0): Discard a card to gain 2 Coins.skipcard hr/Case the Town (1)/Action/Look at the top three cards of the draw pile. Draw one and discard the other two.skipcard hr/Commandeer (1)/Action/Gain control of a Boat this turn. When you give it back, draw a card.skipcard hb/Fireboat (1)/Thing - Boat/Fireboat becomes Used when you acquire it. Use(2): Destroy this and another Boat.skipcard hr/Counterfeit Treasure (1)/Action/Target Treasure can't be Used until the start of your next turn. Draw a card.skipcard hr/Explore the Jungle (1)/Action/Gain Coins equal to the size of the Income, then increase the Income.skipcard hr/Repair (2)/Action/Move a Thing from the main discard pile to your hand.skipcard hr/Salvage (2)/Action/Choose a Treasure in the Treasure Discard. You may either buy it from the discard, or shuffle it into the Treasure deck and draw a card.skipcard hb/Blockade Runner (2)/Thing - Boat/+1 maximum hand size. %rYour hand is safe from your opponents' discard actions and abilities, and from opponents looking at it.skipcard hb/Minefield (2)/Thing/When an opponent plays a Thing from their hand, destroy that Thing, then destroy Minefield unless you pay 8 Coins.skipcard hb/Rowboat (2)/Thing - Boat/Use(2): Discard your hand (if any), then draw two cards. ("When trouble calls, leave your past behind.")skipcard hb/Tombstone (2)/Thing/Your opponents can't affect cards in the discard piles, except to shuffle them back into their decks.skipcard hb/Spy (2)/Thing/You may destroy Spy in response to any Action or Use ability to play your own Action or Use ability as a reaction. If you respond to a Thing's Use ability, you can't target that Thing with your reaction.skipcard hr/Gang of Vandals (2)/Action/Destroy one of your own Treasures. %r Then, destroy an opponent's Treasure or Boat.skipcard hr/Raid Headquarters (2)/Action/Each opponent discards two cards or destroys two of their treasures.skipcard hb/Vault (2)/Thing/+1 maximum hand size. %r If an Action or Use would affect one of your Treasures, you may have it affect this Vault instead. The Vault acts like a Treasure with respect to that effect.skipcard hr/Grapeshot (3)/Action/Destroy any number of target Things with combined costs no higher than your Combo Points. <i>(including the point from playing Grapeshot)</i>skipcard hb/Smuggler's Yacht (3)/Thing - Boat/+1 maximum hand size. %r Use(1): Discard a card to draw a card.skipcard hb/Decoy Skiff (3)/Thing - Boat/+1 maximum hand size. %r You may destroy this and discard a card to prevent an action that targets your coins or Treasures.skipcard hb/Island Ferry (3)/Thing - Boat/+1 maximum hand size.%rGet an extra +1 Coin at the start of your turn.skipcard hb/Trawler (3)/Thing - Boat/+1 maximum hand size. %r Use(2): The player on your right chooses a Treasure from the discard and puts it in your hand.skipcard hr/Summon the Crew (3)/Action/Draw two cards OR Ready up to two of your used Things.skipcard hr/Treasure Hunters (3)/Action/Choose up to three Treasures in the treasure discard. Shuffle them back into the Treasure deck. If you shuffled three Treasures back, draw two cards.skipcard hr/Alert the Creditors (3)/Action/Target opponent destroys one of their Treasures. If it cost 5 or more, increase the Income.skipcard hr/Hide the Loot (4)/Action/Return a Thing to its controller's hand. <i>(this lets them have a Treasure in your hand)</i>%r%rYou may play this out of turn in response to an opponent's Action or Use.'' It can't target a Thing whose Use it's responding to.skipcard hr/Swindle! (4)/Action/An opponent gains a coin. But you steal one of their Treasures that cost 4 or less.skipcard hb/Blockade Cruiser (4)/Thing - Boat/+1 maximum hand size. %rUse(2): Each opponent discards a card or pays 3 coins. Opponents with no cards in hand don't need to pay.skipcard hr/Hire Robbers (5)/Action/Destroy target Treasure unless its owner spends 8 Coins to protect it.skipcard hb/Customs Frigate (4)/Thing - Boat/+1 Maximum Hand Size%rYour opponents' Action cards cost 1 more Coin to play. ("Bureaucracy. It's not the fees, it's the inconvenience.")skipcard hr/All Hands (6)/Action/Draw four cards OR Ready up to three of your Used Things.skipcard hr/Sniper's Rocket (8)/Action/Destroy a Thing.skipcard hy/Another One! (0)/Thing - Treasure/When you buy this, you must pay the cost of one of your other Treasures. This acts as a copy of that Treasure.skipcard hy/Mystery Flask (1)/Thing - Treasure/When Mystery Flask is destroyed, draw two cards. %rUse(4): Destroy Mystery Flask.skipcard hy/Bottle of Frozen Time (1)/Thing - Treasure/When this is destroyed, you may immediately play a card from your hand without paying its Coin cost OR Ready up to three Things.skipcard hy/Twisted Hourglass (2)/Thing - Treasure/Use(2): Destroy this. Take an extra turn after this one, but you get no Coins from Income during the extra turn.skipcard hy/Compass of Desire (2)/Thing - Treasure/Use(1): Put a counter on an opponent's Treasure. %rUse(0): Steal a Treasure with at least as many counters on it as its cost. Destroy Compass of Desire unless you pay 4 Coins. ("Points to what you covet most")skipcard hy/Faerie Purse (3)/Thing - Treasure/If you end your turn with no Coins, gain a Coin. ("They say Fae gold always finds its way home by sunset.")skipcard hy/Psychic Spyglass (3)/Thing - Treasure/Use(0): Look at an opponent's hand. ("For peering into thoughts from a distance")skipcard hy/Thunderstorm Trumpet (3)/Thing - Treasure/Use(3): Each player destroys one of their Things. %r Use(16): Destroy all Things. All Coins are lost.skipcard hy/Coin Chest (3)/Thing - Treasure Box/At the start of your turn, put a coin on this. %r Use(0): Destroy this and gain all the coins on it.skipcard hy/Magic Mirror (4)/Thing - Treasure/Use(1): Ready one of your other Things.skipcard hy/King Midas' Thumb (4)/Thing - Treasure/Use(1): Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.skipcard hy/Haunted Scepter (5)/Thing - Treasure/Use(4): Reveal the top two cards of the deck. Play or discard each of them. ''(You don't pay their Coin costs or get Combo Points for playing them.)'' ("It lets you rule over free spirits.")skipcard hy/Altar of Greed (5)/Thing - Treasure/Use(1): Discard any number of cards. Gain 2 Coins each. ("Riches, but at what cost?")skipcard hy/Ghost Sail (5)/Thing - Treasure/If Ghost Sail ceases to be attached to a ship, destroy that ship. %rUse(2): Return a ship to play from the main discard pile and gain control of it. Attach this to that ship instead of anything it's currently attached to.skipcard hy/Infernal Fiddle (5)/Thing - Treasure/Use(2): Draw a card. ("A lure for sages and fools alike")skipcard hy/Memory Crystal (5)/Thing - Treasure/Use(3): Retrieve an Action from the discard.skipcard hy/Gold Cannon (5)/Thing - Treasure/Use(5): target opponent destroys one of their Things. ("We have no proper ammunition for it, but a shovelful of any small metal objects will do.")skipcard hy/Clockwork Sailor (5)/Thing - Treasure/Your first Use ability of each turn costs 3 fewer coins. (minimum 0)skipcard hy/Quicksilver Statue (6)/Thing - Treasure/This has all the "Use" actions of your other non-Boat Things. <i>(You can still only use one at a time)</i>skipcard hy/The Magnetic Monopole (6)/Thing - Treasure/This can't be used the turn you acquire it. %rUse(3): Destroy this. Everyone loses all their coins.skipcard hy/Golden Thread (7)/Thing - Treasure/When an opponent has 7 Combo Points, they lose all their combo points that aren't marking un-Ready Things. Then, Golden Thread is destroyed. ("A strand of your fate")skipcard hy/Cursed Monacle (8)/Thing - Treasure/Use(0): Choose two Treasures. They can't be Used until the start of your next turn. ("It sees brass instead of gold, and glass instead of jewels.")skipcard hy/Royal Crown (8)/Thing - Treasure/Your Action cards and "Use" actions cost 1 Coin less. (minimum 0)%r The first Action card or "Use" action an opponent takes each turn costs them 1 Coin more. ("I am the pirate king!")skipcard hy/Djinn Ring (8)/Thing - Treasure Ring/Use(2):Ready any number of your non-Ring Things at the cost of one Combo Point each. ("Home of a powerful servant")skipcard hg/Jade Galleon (10)/Thing - Treasure Boat/+1 maximum hand size. %rUse(0): Gain 3 Coins.skipcard hy/Faerie Circle (12)/Thing - Treasure/At the start of your turn, gain 2 Coins and draw two cards. ("A portable door to a land of wealth")skipcard hx/Starting Income (+2)/Rule/Each player gets 2 Coins at the start of their turn ("Everyone has 2 income at the start of the game.")skipcard hx/Income (+3)/Rule/Each player gets 3 Coins at the start of their turn ("If an entire round passes with no cards played nor Treasures bought, increase the Income.")skipcard hx/Income (+4)/Rule/Each player gets 4 Coins at the start of their turnskipcard hx/Income (+5)/Rule/Each player gets 5 Coins at the start of their turnskipcard hw/Income (+6)/Rule/Each player gets 6 Coins at the start of their turnskipcard hw/Income (+7)/Rule/Each player gets 7 Coins at the start of their turnskipcard hw/Income (+8)/Rule/Each player gets 8 Coins at the start of their turn ("The income can't increase beyond 8.")@emit [name(%#)] pastes the Combo Pirates into the Dvorak Engine.