Fluxx: The card game with ever changing rules!


This review is on five variations of Fluxx (Zombie Fluxx, Cthulhu Fluxx, Oz Fluxx, Martian Fluxx, and Star Fluxx), which all start with the same basics. Fluxx differs from most card games because the rules and conditions for winning are altered throughout the game via cards played. The variations add additional elements or change up the Keeper or Creeper cards, as outlined below.

The game starts out with just two basic rules, presented on a card placed in the play area at the start of the game: each player draws one card and plays one card during his or her turn.

In addition to this Basic Rules card, there are five types of cards in the core game: New Rule, Action, Keeper, Creeper, and Goal cards:
• New Rule cards change the rules or add other rules.
• Action cards allow the player to perform one-time actions, such as stealing cards or eliminating rules.
• Keeper cards are used to
meet Goals, as detailed below.
• Creeper cards are included in version 4.0; the Zombie Fluxx, Monty Python Fluxx, Martian Fluxx, Star Fluxx and Stoner Fluxx 2.0 variants; and as certain promotional cards. When a Creeper card is drawn, it is immediately played and a replacement is drawn. Creeper cards don't count towards the per-turn limits. These include assorted zombies in Zombie Fluxx, as well as the promotional Radioactive Potato. Certain cards that were Keepers in previous versions of Fluxx are now Creepers, such as Death and War. Creeper cards prevent the player from winning unless a Goal or New Rule specifically states otherwise.
• Goal cards define what is required to win. Most Goals require pairs of Keeper cards; for example, Appliances requires the Toaster and Television Keepers, and Squishy Chocolate requires Chocolate and The Sun. A few Goals are different; for example, All You Need Is Love requires Love as the player's only Keeper in play, while 10 Cards In Hand requires the player's hand to be the largest one and at least ten cards. Some Goals require specific Creepers. In standard play, only one Goal can be in play at a time (though the New Rule card Double Agenda allows two Goals to be in play at once, with a win being made by satisfying either Goal's requirements). There are also UnGoal cards, included in Zombie Fluxx, Martian Fluxx and Cthulhu Fluxx, which result in no winner and the game's end.
• Meta cards, included in version 4.0, Martian Fluxx, and Cthulhu Fluxx, are a hybrid of a New Rule card and a Basic Rules card, as these cards both define rules in the game, but are permanent and apply throughout the entire game. The company compares Meta cards to "house rules". Their playing is agreed upon by all players before the game starts and lasts until it ends.
• Surprise cards, included in Pirate Fluxx, Star Fluxx, and Oz Fluxx, are cards that can be played out of turn and cancel one of the four basic rules (New Rule, Keeper, Action, or Goal). They can prevent an opposing player from winning automatically.

I started, as you guessed, with Zombie Fluxx, and was immediately drawn to how ever-changing the game really was. I then played Oz Fluxx, and followed with all the others as I became entranced by the variations and all Fluxx had to offer. I spent two whole days playing Fluxx (I guess I lost track of time and was having way too much fun). It was consistently changing the rules and the goals that interested me. For someone with ADHD, this is amazing; the constant change will keep them hooked. Depending on the cards you draw, the game could be ten minutes or it could be 45, the average being 20-30 minutes.

All the games are well designed and neatly placed inside a small box. Each variant of Fluxx includes a rule sheet that answers most questions you would have. However, I did run into a couple of situations for which I had to research the answer, such as: in Zombie Fluxx, does killing a zombie or Creeper count as a play (this was true in other games as well)? And if you have no cards in your hand, do you pick up the one from the basic rule (draw one, play one) or do you pick up three as you would in the deal? In the end, I decided that eliminating a Creeper did not count as a play, and if you’re out of cards, you pick up three. However, if you have any differing ideas on this, feel free to comment.

I loved Fluxx. My top three versions are Zombie Fluxx, Cthulhu Fluxx and Oz Fluxx (this was hard to pick as all ranked very high on the clean diaper scale). I decided to give a score based on all the Fluxx games rather than individually: 8/10. I subtracted two for the questions on the rules that I could not find a clear answer for. If you like Zombies, try Zombie Fluxx; if you like The Wizard of Oz, try Oz Fluxx, and so forth. On the other hand, if you don’t like card games (but still like the themes) try Fluxx; you may be surprised.

This Review was written by Chris of Dads Just Know and can be seen on NL Geek as well. Check out more reviews at dadsjustknow.tk.

0 comments:

Post a Comment