Dvorak Export: Master of Orion 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 hb/Orion/Thing/Discard immediately when drawn and draw a replacement if you already control another Orion card. You have discovered the home of the ancient Orions. Attack Guardian immediately, but you do not lose a colony if your FS is zero. Action: Attack Guardian! If no one has defeated the Guardian you may engage the Guardian in Battle. Its stats are: FS 3, TL 7. If you win, place a TL token on this card; this counts as an extra tech level - you advance 1 TL and can now research up to level 7.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Colony/Thing/Gives 1 Command Rating point.
loadcard hb/Stellar Converter/Thing/May only be played if your TL is at least 6. Action: If your FS is at least 3 and you have at least 5 cards, discard your entire hand to destroy one Colony belonging to an opponent.
loadcard hb/Non-Aggression Pact/Thing/Play this "between" yourself and another player. Neither player may play a Battle card on each other until this card is removed.
loadcard hb/Trade Treaty/Thing/Play this "between" yourself and another player. All Christened a New Ship cards played by either player count for both players, and anyone else they have this treaty with. (No card can count more than once for a player, even if he has multiple treaties.)
loadcard hb/Research Treaty/Thing/Play this "between" yourself and another player. All Your Research is Complete cards played by either player count for both players, and anyone else they have this treaty with. (No card can count more than once for a player, even if he has multiple treaties.)
loadcard hb/Time Warp Facilitator/Thing/May only be played if your TL is at least 6. In your next battle, double your total combat value (only the best shield counts), then remove this card.
loadcard hb/Class I Shield/Thing/In your next battle, add 5 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class I Shield/Thing/In your next battle, add 5 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class III Shield/Thing/Requires a TL of at least 2. In your next battle, add 15 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class III Shield/Thing/Requires a TL of at least 2. In your next battle, add 15 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class V Shield/Thing/Requires a TL of at least 3. In your next battle, add 25 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class V Shield/Thing/Requires a TL of at least 3. In your next battle, add 25 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class VII Shield/Thing/Requires a TL of at least 4. In your next battle, add 35 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Class X Shield/Thing/Requires a TL of at least 5. In your next battle, add 50 to your total combat value (only the best shield counts), then remove the best shield card.
loadcard hb/Hyperspace Flux/Thing/No Battle cards may be played by any player while this card is in effect. After every one of your turns, roll a die. If it comes up 1, this card is discarded.
loadcard hb/Tachyon Communications/Thing/Requires a TL of at least 2. All your colonies now generate 1.5 Command Rating points (round fractions down).
loadcard hb/Subspace Communications/Thing/Requires a TL of at least 4. All your colonies now generate 2 Command Rating points.
loadcard hb/Hyperspace Communications/Thing/Requires a TL of at least 6. All your colonies now generate 3 Command Rating points.
loadcard hb/Transport Ships/Thing/If you win your next battle with an opponent (not monster or Guardian), you can assume control of one of the defeated opponent's planets. Whether or not you win, this card is discarded.
loadcard hb/Transport Ships/Thing/If you win your next battle with an opponent (not monster or Guardian), you can assume control of one of the defeated opponent's planets. Whether or not you win, this card is discarded.
loadcard hb/Dimensional Portal/Thing/Requires a TL of at least 5. Action: Discard your entire hand, then attack Antares. The Antaran defense fleet has FS=5 and TL=7. If you win the battle, congratulations!!! You win the Game!!!
loadcard hr/Your Research is Complete!/Action/Increase your TL by 1, unless it is 6 (or 7 if you have defeated the Guardian).
loadcard hr/Your Research is Complete!/Action/Increase your TL by 1, unless it is 6 (or 7 if you have defeated the Guardian).
loadcard hr/Computer Virus/Action/When an opponent plays Your Research is Complete, you may play this card immediately to make him discard it without increasing his TL.
loadcard hr/Christened a New Ship/Action/Increase your FS by 1, unless it would exceed your Command Rating, or would exceed 6. (Hard Code Ship Limit)
loadcard hr/Christened a New Ship/Action/Increase your FS by 1, unless it would exceed your Command Rating, or would exceed 6. (Hard Code Ship Limit)
loadcard hr/Espionage/Action/Discard 2 cards. Choose a player who has a TL greater than yours (for purposes of Counter-agents) and increase your TL by 1.
loadcard hr/Espionage/Action/Discard 2 cards. Choose a player who has a TL greater than yours (for purposes of Counter-agents) and increase your TL by 1.
loadcard hr/Counter-Agent/Action/When an opponent plays an Espionage card, you may play this card immediately to make him discard it without gaining any tech but still having to discard.
loadcard hr/Space Monster/Action/Choose an opponent. He must battle a Space Monster (FS 4, TL 4). If he wins he gains nothing.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Battle/Action/Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
loadcard hr/Break Treaty/Action/Remove one treaty between yourself and one other player.
loadcard hr/Break Treaty/Action/Remove one treaty between yourself and one other player.
loadcard hr/Declare War/Action/Remove all treaties between yourself and one other player.
loadcard hr/Declare War/Action/Remove all treaties between yourself and one other player.
loadcard hr/Sabotage/Action/Destroy one enemy Thing, except Orion, Colonies, Treaties, and Hyperspace Fluxes.
loadcard hr/Starvation/Action/Discard 2 cards, choose an opponent with more than one colony, then roll a die. If it comes up 1 then that opponent loses a colony.
loadcard hr/Starvation/Action/Discard 2 cards, choose an opponent with more than one colony, then roll a die. If it comes up 1 then that opponent loses a colony.
loadcard hr/Freighter Fleet/Action/May be played immediately after a Starvation card is played on you, but before the die roll. You do not lose a colony, but your opponent still has to discard 2 cards.
loadcard hr/Antaran Attack/Action/Choose an opponent to be attacked by Antarans. An Antaran raiding fleet has a FS equal to half the greatest FS of all the players (rounded down) and a TL of 7. Nothing is gained by defeating the Antarans on their raiding mission.
loadcard hr/Antaran Attack/Action/Choose an opponent to be attacked by Antarans. An Antaran raiding fleet has a FS equal to half the greatest FS of all the players (rounded down) and a TL of 7. Nothing is gained by defeating the Antarans on their raiding mission.
loadcard hr/Displacement Device/Action/Play this immediately after any battle you lose. Bing, you don't lose any ships or planets!
@emit [name(%#)] pastes the Master of Orion deck into the Dvorak Engine.

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