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.)
cleardeck loadcard hg/Automatic/Action - Positive/May not be activated by a Robot; is instead able to activate itself, once per turn. loadcard hg/Ecological/Action - Positive/If a Machine, any Fuel can be used to fuel its activations. loadcard hg/Invulnerable/Action - Positive/This Object cannot be destroyed, even when burnt as Fuel. This takes precedence over all other Attributes. loadcard hg/Plentiful/Action - Positive/Whenever one of these Objects would be created, two are created instead. loadcard hg/Protective/Action - Positive/Other Object types you own may only be attacked if you own more of them than you do of this Object. loadcard hg/Rapid-Fire/Action - Positive/If a Machine, it may be Activated twice per turn (by the same Robot, or by itself if Automatic). loadcard hg/Researched/Action - Positive/The next Attribute card added to this Object by its inventor may not be responded to by opponents. loadcard hg/Retaliatory/Action - Positive/If an Attacker loses a battle against this Object, the Attacker is destroyed. loadcard hg/Self-Replicating/Action - Positive/Object is able to make a copy of itself, once per turn. loadcard hg/Synthetic/Action - Positive/Select an existing Fuel, when you invent this. This Object may be used in place of that Fuel, when fuelling or constructing Machines. loadcard hg/Analyser/Action - Positive/Activate: Destroy a Machine you own, and gain the Technology for it. loadcard hg/Attacker/Action - Positive/Activate: Attack an Object as if this Machine were a Robot. loadcard hg/Convertor/Action - Positive/Activate: Change a Fuel Object you own into any other Fuel. loadcard hg/Copier/Action - Positive/Activate: Generate a copy of an Object you own. loadcard hg/Destroyer/Action - Positive/Activate: Destroy any Object. loadcard hg/Liberator/Action - Positive/Activate: Choose an Object, and roll as if attacking it. If successful, you may steal that Object instead. loadcard hg/Manipulator/Action - Positive/Activate: Invent a new Object, or create a known Object, or activate a Machine, or Attack another Object. loadcard hg/Miner/Action - Positive/Activate: Create two copies of a Fuel you have Mining Rights for. loadcard hg/Monitor/Action - Positive/Activate: Look at any opponent's hand. loadcard hg/Researcher/Action - Positive/Activate: Draw an Attribute card at the end of this turn. (If you use this multiple times in a turn, you still only get one card.) loadcard hg/Scavenger/Action - Positive/Activate: Create a copy of an Object which was destroyed or burnt since your last turn, and which belonged to an opponent. loadcard hg/Synthesiser/Action - Positive/Choose an existing Fuel, when you invent this. Activate: Generate that Fuel. loadcard hg/Transmitter/Action - Positive/Activate: You may choose to add or subtract ten from the endgame roll, at the end of the round. (Multiple usage doesn't increase this.) loadcard hb/Fixed/Action - Neutral/This Object cannot be stolen or traded. loadcard hb/Mysterious/Action - Neutral/Any Player may skip their turn to remove this Attribute and replace it with one from their hand. loadcard hr/Fuel: 1A/Action - Negative/Requires 1 Fuel to be burnt per activation. loadcard hr/Fuel: 1A/Action - Negative/Requires 1 Fuel to be burnt per activation. loadcard hr/Fuel: 1A/Action - Negative/Requires 1 Fuel to be burnt per activation. loadcard hr/Fuel: 2A/Action - Negative/Requires 2 Fuel to be burnt per activation. loadcard hr/Fuel: 3A/Action - Negative/Requires 3 Fuel to be burnt per activation. loadcard hr/Fuel: 1C/Action - Negative/Requires 1 Fuel to be burnt per creation. loadcard hr/Fuel: 1C/Action - Negative/Requires 1 Fuel to be burnt per creation. loadcard hr/Fuel: 1C/Action - Negative/Requires 1 Fuel to be burnt per creation. loadcard hr/Fuel: 2C/Action - Negative/Requires 2 Fuel to be burnt per creation. loadcard hr/Fuel: 3C/Action - Negative/Requires 3 Fuel to be burnt per creation. loadcard hr/Fuel: 1A*/Action - Negative/Requires 1 Fuel to be burnt per activation. Whoever plays this card may choose the Fuel. loadcard hr/Fuel: 1C*/Action - Negative/Requires 1 Fuel to be burnt per creation. Whoever plays this card may choose the Fuel. loadcard hr/Fuel: 1P/Action - Negative/Requires 1 Fuel to be burnt every turn. If the owner declines to burn the Fuel for this Object, the Object is destroyed. loadcard hr/Elaborate/Action - Negative/This Object requires 3 Robots to create or activate. loadcard hr/Evaporating/Action - Negative/At the end of your turns, you must destroy one Evaporating Object you control. loadcard hr/Flawed/Action - Negative/This Object is abandoned during the design stage, and can never be mined or created. loadcard hr/Fragile/Action - Negative/This Object will automatically lose, when attacked. loadcard hr/Hazardous/Action - Negative/If a Machine, the activating Robot is destroyed, when activated. If Fuel, the Robot activating the Machine it is feeding is destroyed. loadcard hr/High-Maintenance/Action - Negative/At the end of a Player's turn, destroy all High-Maintenance Objects they own which were not monitored by a Robot during that turn. loadcard hr/Illegal/Action - Negative/If you own any Illegal objects, you cannot win the game. loadcard hr/Inert/Action - Negative/This Object cannot be used to fuel anything. loadcard hr/Limited/Action - Negative/If a Fuel, it can only be mined during this round and the next three. loadcard hr/Noisy/Action - Negative/When created or activated, no other types of Object may be created or activated in the same turn. loadcard hr/One-Shot/Action - Negative/If a Machine, it is destroyed immediately after being activated. loadcard hr/Pollutant/Action - Negative/Counts as -1 to score, instead of +1, during endgame. loadcard hr/Polluting/Action - Negative/Creates a 'Waste' Object (the inventor may name it) every time it is created or activated. (Such Waste Objects count as -1 to score, during endgame.) loadcard hr/Slow/Action - Negative/If a Machine, it may not be activated if it was activated during the owner's previous turn. loadcard hr/Unique/Action - Negative/Each Player may only own one of these; excess are automatically destroyed. loadcard hr/Unpredictable/Action - Negative/Whenever this Machine is activated, its owner nominates an opponent - that opponent makes all choices required by the activation ability. loadcard hr/Unstable/Action - Negative/If one of these Objects is destroyed, all other Objects of its type belonging to its owner are also destroyed. loadcard hr/Unstoppable/Action - Negative/Any Player able to create this Object must create two of them per turn, before doing anything else. loadcard hr/Worthless/Action - Negative/This Object counts for nothing when totalling scores at endgame. @emit [name(%#)] pastes the Technopoly deck into the Dvorak Engine.