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 hb/Footmen/Thing - Unit/Action: Pay 5 Gold to destroy a Unit.skipcard hb/Archers/Thing - Unit/Action: Pay 5 Gold and discard a card to destroy a Unit.skipcard hr/Fort/Thing - Construct/Your units are immune to attacks from non-missile units.skipcard hr/Moat/Thing - Construct/The initial Gold cost of attacking your units with a non-missile Unit is doubled. Moat may not be destroyed by a Unit.skipcard hb/Footmen/Thing - Unit/Action: Pay 5 Gold to destroy a Unit.skipcard hb/Footmen/Thing - Unit/Action: Pay 5 Gold to destroy a Unit.skipcard hb/Footmen/Thing - Unit/Action: Pay 5 Gold to destroy a Unit.skipcard hb/Catapult/Thing - Unit/Action: Pay 10 Gold and discard 2 cards to destroy a Unit or a Construct.skipcard hb/Artisans/Thing - Unit/Action: Draw a card and reveal it to all Players. If it is not a Construct, discard it.skipcard hr/Goldmine/Thing - Construct/Gain an extra two Gold at the start of each of your turns.skipcard hr/Farm/Thing - Construct/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.skipcard hr/Gift From Arabia/Action/Gain fifteen Gold.skipcard hr/Sabotage/Action/Play only if you control a Unit. A chosen Opponent loses six Gold, to a minimum of zero.skipcard hb/Tax Collectors/Thing - Unit/Action: Gain 3 Gold.skipcard hr/Payday/Action/Each Unit and Construct is destroyed unless its controller pays 2 Gold for it.skipcard hb/Sheriff of Nottingham/Thing - Unit/At the beginning of your turn, gain one extra Gold.skipcard hb/Jabberwock/Thing - Unit/Action: Destroy a random opposing Unit.skipcard hb/Black Death/Thing/At the end of a Player's Turn, if that Player controls any Units they must destroy one. If no Units are in play, destroy Black Death.skipcard hb/Medic/Thing - Unit/If a Unit you control, other than Medic, is destroyed, return it to your hand instead.skipcard hr/Storming the Castle/Action/If you have at least 5 Units in play, and an opponent has none, that opponent is defeated and removed from the game.skipcard hr/Kingdom Come/Action/If you have more than 75 Gold, you win.skipcard hb/Spies/Thing - Unit/Action: View an opponent's hand.skipcard hr/Espionage/Action/Take a random card from an opponent.skipcard hr/Barracks/Thing - Construct/Action: Draw a card and reveal it to all Players. If it is a Unit card, put it into play under your control. Otherwise, discard it.skipcard hr/Greek Fire/Action/Make an opponent discard 2 cards.skipcard hr/Alchemist Lab/Thing - Construct/Action: Draw a card and reveal it to all Players. If it is not an Action, discard it.skipcard hb/Archers/Thing - Unit/Action: Pay 5 Gold and discard a card to destroy a Unit.skipcard hr/Hired Cannons/Action/At the cost of 5 Gold, destroy a Unit or a Construct.skipcard hr/Mongol Horde/Action/For 10 Gold, hire a Mongol Horde to capture a Construct for you.skipcard hr/Earthquake/Action/Destroy all Constructs.skipcard hr/Wagon Ambush/Action/Steal 5 Gold from an opponent, if they have it.skipcard hr/Bribe/Action/For 10 Gold, take control of an opposing Unit.skipcard hb/Military Advisor/Thing - Unit/Action: Discard a card to draw a card.skipcard hc/Recession/Thing - Economy/If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one less Gold at the start of each of their turns.skipcard hr/Farm/Thing - Construct/Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.skipcard hr/Roads/Thing - Construct/The Gold cost of the controller of Roads using a Unit's ability is reduced by two (to a minimum of zero).skipcard hc/Prosperity/Thing - Economy/If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one more Gold at the start of each of their turns.skipcard hb/Peasant Militia/Thing - Unit/Action: Pay 3 Gold to destroy a Unit, and destroy Peasant Militia.skipcard hb/Hired Mercenaries/Thing - Unit/Gain one less Gold at the start of each of your turns. Action: Pay 2 Gold to destroy a Unit.skipcard hb/Dark Warlock/Thing - Unit/Action: Destroy a Unit you control (other than Dark Warlock) to destroy a Unit.skipcard hb/Unreliable Advisor/Thing - Unit/Action: Toss a coin. If 'heads', draw a card.skipcard hb/Thunderstorm/Thing/Units may not use Actions. Toss a coin at the start of each of your turns; if tails, destroy Thunderstorm.skipcard hr/Youth of Today/Action/All Players must discard all Unit cards from their hands.skipcard hr/Conscription/Action/All Players may put any number of Unit cards into play from their hands.skipcard hr/Bloodless Revolt/Action/Return two of an opponent's Unit cards to their hand.skipcard hr/Chaos Winds/Action/All Action cards in every Player's hand must be played or discarded immediately. The Player who plays Chaos Winds chooses which Player plays all their actions first, and it continues in the order of play. A Player cannot win while Chaos Winds is in effect.skipcard hr/Hired Messenger/Action/Pay 5 Gold. You may use 3 of your Units' Actions (but not one Unit's Action more than once) immediately.skipcard hb/Renaissance/Thing/At the beginning of any Player's turn, they draw two cards instead of one. If a Player is forced to discard at the end of their turn due to having too many cards, destroy Renaissance.@emit [name(%#)] pastes the Mediaeval Warfare deck into the Dvorak Engine.