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 hb/Basic Combat Robot/Thing/Weaponized Machine. No-frills metal man on legs, with a gun for an arm. loadcard hb/White Transit Van/Thing/Basic Machine. There's quite a bit of room in the back. loadcard hb/Robot Arm/Thing/Basic Machine. This thing could keep going all day and night. loadcard hb/Omega 13/Thing/Prototype Machine. Turns back time 13 seconds. I'd save this until you <i>really</i> need it. It's also really pretty! loadcard hb/Forcefield/Thing/Basic Machine. Needs to recharge for one turn between uses. loadcard hb/Teleswapper/Thing/Prototype Machine. Swaps any one Machine you have with any one Machine someone else has. loadcard hb/Electric Guitar/Thing/Basic Machine. It looks strange, like it was built by someone with no knowledge of guitars. It still looks like it could make some good sounds, though. loadcard hb/Spaceship/Thing/Basic Machine. It probably doesn't have a lot of fuel, but it could definitely reach orbit a few hundred times. loadcard hb/Microwave Oven/Thing/Basic Machine. You may spend one Research point to Weaponize this, and then another to Reverse Engineer it. loadcard hb/Automated Target Tracker/Thing/Advanced Machine. This is a mounted webcam with advanced tracking software. This thing could point at a fly's fart in a sandstorm. loadcard hb/Drilling Laser/Thing/Advanced Machine. A powerful laser that could cut through almost anything. loadcard hr/Military Funding/Action/Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn. loadcard hr/Military Funding/Action/Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn. loadcard hr/Reprogram/Action/Gain control of one Machine that someone else controls. loadcard hr/Reprogram/Action/Gain control of one Machine that someone else controls. loadcard hr/Poor Design/Action/A chosen Technology is knocked back to the Prototype stage. loadcard hr/Poor Design/Action/A chosen Technology is knocked back to the Prototype stage. loadcard hr/Funds Dry Up/Action/A target opponent gains no Research points during their next two turns. loadcard hr/Funds Dry Up/Action/A target opponent gains no Research points during their next two turns. loadcard hr/Fabrication Plant Riot/Action/A target opponent can Produce no Machines during their next turn. loadcard hr/Fabrication Plant Riot/Action/A target opponent can Produce no Machines during their next turn. loadcard hr/Gremlins/Action/A target opponent can use no Machines during their next turn. loadcard hr/Gremlins/Action/A target opponent can use no Machines during their next turn. loadcard hr/EMP/Action/All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn. loadcard hr/EMP/Action/All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn. @emit [name(%#)] pastes the Techsploitation deck into the Dvorak Engine.