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My new Fluxx deck got it's first full outing at the FFS last week, and seemed to go down quite well :o)
About Face - At the start of your turn, turn a card in your hand round so that it faces the other players. If all your cards are already facing the other players, turn a card back to face you. You may not look at a turned card until you play it, discard it or turn it About Face again.
Booster - Increase either a Draw New Rule or a Play New Rule by 1. If there are no Draw or Plkay New Rules in play, increase the Basic Rules to Draw 2, Play 2. Trash this card if the boosted Rule changes.
Calvinball - Never the same rules twice! After drawing at the start of your turn, you must play a New Rule from either your hand or the discard pile. This play does not count towards the number of cards played on your turn. If there are no New Rules in your hand or in the discrad pile, trash any New Rule currently in play (except this one). Your turn then continues.
Equaliser - If a player(s) has a Keeper(s) in play that counts towards the current Goal, and you do not, draw 1 extra card.
Evil Twin - Goals that do not need an Evil Keeper now do, and vice versa. You can only win on an 'Evil' Goal if there is no Evil on the table. You cannot win on Double Trouble.
Fluxx Capacitor - Take a numeral from every other New Rule and Goal in play (where possible) and multiply them together. If the result is 88 or higher, you may search the discard pile and draw some or all of your cards on your turn from there instead of from the draw pile.
Getting in on the Action - Whenever a player plays an Action card, all other players immediately draw 1 card.
Joint Agenda - A second Goal can now be played. After this, whoever plays a new Goal (or causes this card to be discarded) must choose which current Goal to discard. You only win once a second Goal is played and you satisfy both Goals.
Lower Limit 4 - If it isn't your turn, you should have at least 4 cards in your hand. If you have fewer cards, draw until you have 4. This limit takes effect at the end of your turn - Do not play any further cards after drawing up to the limit. This Rule replaces any Hand Limit currently in play.
Lower Limit 5 - If it isn't your turn, you should have at least 5 cards in your hand. If you have fewer cards, draw until you have 5. This limit takes effect at the end of your turn - Do not play any further cards after drawing up to the limit. This Rule replaces any Hand Limit currently in play.
Recycling - Once per turn, you may discard a Keeper you have on the table and Draw 3 extra cards.
Rule Gobbler - Once per turn, at any point during your turn, you may choose to select one of the New Rule cards in play and place it in the discard pile. This action does not count as playing a card.
Topsy-Turvy - Draw Rules become Play Rules and vice versa. For example, if the current Rules are Draw 2 and Play 3, this becomes Draw 3 and Play 2. This does not affect the Play All card and any Draw Rule in play at the same time.
X=X-1 - Any time a numeral is seen on another card, subtract one from that numeral. This does not affect the Basic Rules. This card and X=X+1 do not affect each other.
Banishment - Choose any card (except the Basic Rules) in play, in your hand or in the discard pile, and put it out of the way. That card cannot be drawn or played for the rest of the game.
Everybody plays 1 - Each player (excluding yourself) must immediately play 1 card, starting with the player on your left. If a player has no cards in their hand, they must draw a card and immediately play it. Your turn continues after all other players have played 1.
Haxx - Ignore 1 New Rule or Keeper currently in play until the start of the next player's turn.
In ur base killin ur d00dz!1! - If Ninjas are on the table, you may choose to move them in front off another player or leave them where they are. Whichever player Ninjas are in front of keeps Ninjas, but must discard all other Keepers they have on the table. Pwned! If Ninjas are not on the table, do nothing. N00b.
Keeper Roulette - Starting with yourself, each player takes turns in drawing a card. If it is a Keeper, they must play it in front of them; if not, they must discard it. Keep doing this until every player has drawn and played a Keeper. Once a player has drawn a Keeper, they do not draw again.
No more maths! My head hurts! - Trash whichever of the following New Rules are in play and place them in the discard pile:- Booster, X=X+1, X=X-1, Fluxx Capacitor, Equaliser, No-Hand Bonus, Poor Bonus, Rich Bonus. If none of these New Rules are in play, do nothing.
Nuclear Button - Discard all New Rules, Goals and Keepers in play. Every player must discard their entire hand, including you. Start a new discard pile with this card and shuffle the rest of the discard pile back into the draw pile. This ends your turn.
Pandora's Boxx - Draw a card. If it is a New Rule, put the card into play; if not, discard it. Keep doing this until you have played 3 New Rule cards.
Reload - All players (including you) immediately draw the number of cards defined by the current draw rules, starting with the player on your left. Your turn then continues.
Show me yours and I'll show you mine - Choose another player. They must show you their hand and you must show them yours. Do not let the other players see.
Smite Evil - Trash any 1 other card in play with the word 'Evil' on it. Remove it from play and place it in the discard pile.
Time Vortexx - Gather up the cards from every players' hands, shuffle them up (without looking) and deal 3 cards out to each player, starting with yourself and taking extra cards from the draw pile if necessary. Discard any surplus cards. Each player ignores any Hand Limit currently in play until the end of their next turn.
Trash a Goal - Take a Goal in play and place it in the discard pile. If there is no Goal in play, do nothing.
Yoink! - Choose 1 card in play anywhere on the table (except for the Basic Rules) or in another player's hand. Steal it and add it to your hand.
The Apple
Beer
The Castle
The Cow
The Dragon
The Egg
Evil (#1)
Evil (#2)
Fire
The Flying Car
Joker - Joker may act as another Keeper at any time to stop another player from winning, but not to let you win.
Lock - You may place this card by one of your other Keepers. That Keeper may not be trashed, discarded or stolen (though this one can be!). You cannot move the Lock to another Keeper once chosen.
Ninjas
The Pig
Piracy
The Skyscraper
Spectacles
Stalemate - If this Keeper is on the table, no player can win (Including you!).
The Star
A Stick
Toffee
Ale and Cider - The player who has both Beer and the Apple on the table wins.
Beer Goggles - The player who has both Beer and Spectacles on the table wins.
Breadstick - The player who has both Bread and a Stick on the table wins.
The Cow jumped over the Moon - The player who has both the Cow and the Moon on the table wins.
Death Star - If there is no Moon on the table, then the player who has both Death and the Star on the table wins.
Double Trouble - The player who has both Evil Keepers on the table wins.
Dragonbreath - The player who has both Fire and the Dragon on the table wins.
Egg on your Face - The player who has both the Egg and Joker on the table wins.
Egghead - The player who has both the Egg and the Brain on the table wins.
8-Way Play - The player who plays 8 or more cards during his or her turn wins.
Evil Edna - The player who has an Evil Keeper and Television on the table wins.
Evil Genius - The player who has an Evil Keepers and the Brain on the table wins.
Extreme Peril - The player who has the Dragon, Piracy and Ninjas on the table wins.
Fame and Fortune - The player who has both the Star and Money on the table wins.
Farmyard - The player who has both the Cow and the Pig on the table wins.
Happy Hour - The player who has both Beer and Time on the table wins.
Loot! - The player who has both Piracy and Money on the table wins.
Metropolis - The player who has both the Flying Car and the Skyscraper on the table wins.
The Moon on a Stick - The player who has both the Moon and a Stick on the table wins.
Ninja Assassins - The player who has both Ninjas and Death on the table wins.
Past, Present and Future - The player who has the Castle, Time AND the Flying Car on the table wins.
Pirate T.V. - The player who has both Piracy and the Television on the table wins.
Pork and Apple - The player who has both the Pig and the Apple on the table wins.
Pyromania - The player who has both Fire and Dreams on the table wins.
Security - The player who has both Lock and the Castle on the table wins.
Siege - The player who has both War and the Castle on the table wins.
Soldiers - The player who has both the Egg and Bread on the table wins.
Star-crossed Lovers - If one player has Love on the table and another player has the Star on the table, both players win.
Steak and Ale - The player who has both the Cow and Beer on the table wins.
Sticky Toffee - The player who has both a Stick and Toffee on the table wins.
Sunglasses - The player who has both the Sun and Spectacles on the table wins.
Toffee Apple - The player who has both Toffee and the Apple on the table wins.
Towering Inferno - The player who has both the Skyscraper and Fire on the table wins.
Wales - If there is no Sun on the table, then the player who has both the Castle and the Dragon on the table wins.
Warlock - The player who has both War and Lock on the table wins.
That's it. I'm all done now :o)
Original deck | New cards from Blanxx | Total | |
Basic Rules | 1 | 0 | 1 |
New Rules | 21 | 14 | 35 |
Actions | 21 | 14 | 35 |
Keepers | 18 | 21 | 39 |
Goals | 23 | 35 | 58 |
All cards | 84 | 84 | 168 |
New New Rules |
About Face - At the start of your turn, turn a card in your hand round so that it faces the other players. If all your cards are already facing the other players, turn a card back to face you. You may not look at a turned card until you play it, discard it or turn it About Face again.
Booster - Increase either a Draw New Rule or a Play New Rule by 1. If there are no Draw or Plkay New Rules in play, increase the Basic Rules to Draw 2, Play 2. Trash this card if the boosted Rule changes.
Calvinball - Never the same rules twice! After drawing at the start of your turn, you must play a New Rule from either your hand or the discard pile. This play does not count towards the number of cards played on your turn. If there are no New Rules in your hand or in the discrad pile, trash any New Rule currently in play (except this one). Your turn then continues.
Equaliser - If a player(s) has a Keeper(s) in play that counts towards the current Goal, and you do not, draw 1 extra card.
Evil Twin - Goals that do not need an Evil Keeper now do, and vice versa. You can only win on an 'Evil' Goal if there is no Evil on the table. You cannot win on Double Trouble.
Fluxx Capacitor - Take a numeral from every other New Rule and Goal in play (where possible) and multiply them together. If the result is 88 or higher, you may search the discard pile and draw some or all of your cards on your turn from there instead of from the draw pile.
Getting in on the Action - Whenever a player plays an Action card, all other players immediately draw 1 card.
Joint Agenda - A second Goal can now be played. After this, whoever plays a new Goal (or causes this card to be discarded) must choose which current Goal to discard. You only win once a second Goal is played and you satisfy both Goals.
Lower Limit 4 - If it isn't your turn, you should have at least 4 cards in your hand. If you have fewer cards, draw until you have 4. This limit takes effect at the end of your turn - Do not play any further cards after drawing up to the limit. This Rule replaces any Hand Limit currently in play.
Lower Limit 5 - If it isn't your turn, you should have at least 5 cards in your hand. If you have fewer cards, draw until you have 5. This limit takes effect at the end of your turn - Do not play any further cards after drawing up to the limit. This Rule replaces any Hand Limit currently in play.
Recycling - Once per turn, you may discard a Keeper you have on the table and Draw 3 extra cards.
Rule Gobbler - Once per turn, at any point during your turn, you may choose to select one of the New Rule cards in play and place it in the discard pile. This action does not count as playing a card.
Topsy-Turvy - Draw Rules become Play Rules and vice versa. For example, if the current Rules are Draw 2 and Play 3, this becomes Draw 3 and Play 2. This does not affect the Play All card and any Draw Rule in play at the same time.
X=X-1 - Any time a numeral is seen on another card, subtract one from that numeral. This does not affect the Basic Rules. This card and X=X+1 do not affect each other.
New Actions |
Banishment - Choose any card (except the Basic Rules) in play, in your hand or in the discard pile, and put it out of the way. That card cannot be drawn or played for the rest of the game.
Everybody plays 1 - Each player (excluding yourself) must immediately play 1 card, starting with the player on your left. If a player has no cards in their hand, they must draw a card and immediately play it. Your turn continues after all other players have played 1.
Haxx - Ignore 1 New Rule or Keeper currently in play until the start of the next player's turn.
In ur base killin ur d00dz!1! - If Ninjas are on the table, you may choose to move them in front off another player or leave them where they are. Whichever player Ninjas are in front of keeps Ninjas, but must discard all other Keepers they have on the table. Pwned! If Ninjas are not on the table, do nothing. N00b.
Keeper Roulette - Starting with yourself, each player takes turns in drawing a card. If it is a Keeper, they must play it in front of them; if not, they must discard it. Keep doing this until every player has drawn and played a Keeper. Once a player has drawn a Keeper, they do not draw again.
No more maths! My head hurts! - Trash whichever of the following New Rules are in play and place them in the discard pile:- Booster, X=X+1, X=X-1, Fluxx Capacitor, Equaliser, No-Hand Bonus, Poor Bonus, Rich Bonus. If none of these New Rules are in play, do nothing.
Nuclear Button - Discard all New Rules, Goals and Keepers in play. Every player must discard their entire hand, including you. Start a new discard pile with this card and shuffle the rest of the discard pile back into the draw pile. This ends your turn.
Pandora's Boxx - Draw a card. If it is a New Rule, put the card into play; if not, discard it. Keep doing this until you have played 3 New Rule cards.
Reload - All players (including you) immediately draw the number of cards defined by the current draw rules, starting with the player on your left. Your turn then continues.
Show me yours and I'll show you mine - Choose another player. They must show you their hand and you must show them yours. Do not let the other players see.
Smite Evil - Trash any 1 other card in play with the word 'Evil' on it. Remove it from play and place it in the discard pile.
Time Vortexx - Gather up the cards from every players' hands, shuffle them up (without looking) and deal 3 cards out to each player, starting with yourself and taking extra cards from the draw pile if necessary. Discard any surplus cards. Each player ignores any Hand Limit currently in play until the end of their next turn.
Trash a Goal - Take a Goal in play and place it in the discard pile. If there is no Goal in play, do nothing.
Yoink! - Choose 1 card in play anywhere on the table (except for the Basic Rules) or in another player's hand. Steal it and add it to your hand.
New Keepers |
The Apple
Beer
The Castle
The Cow
The Dragon
The Egg
Evil (#1)
Evil (#2)
Fire
The Flying Car
Joker - Joker may act as another Keeper at any time to stop another player from winning, but not to let you win.
Lock - You may place this card by one of your other Keepers. That Keeper may not be trashed, discarded or stolen (though this one can be!). You cannot move the Lock to another Keeper once chosen.
Ninjas
The Pig
Piracy
The Skyscraper
Spectacles
Stalemate - If this Keeper is on the table, no player can win (Including you!).
The Star
A Stick
Toffee
New Goals |
Ale and Cider - The player who has both Beer and the Apple on the table wins.
Beer Goggles - The player who has both Beer and Spectacles on the table wins.
Breadstick - The player who has both Bread and a Stick on the table wins.
The Cow jumped over the Moon - The player who has both the Cow and the Moon on the table wins.
Death Star - If there is no Moon on the table, then the player who has both Death and the Star on the table wins.
Double Trouble - The player who has both Evil Keepers on the table wins.
Dragonbreath - The player who has both Fire and the Dragon on the table wins.
Egg on your Face - The player who has both the Egg and Joker on the table wins.
Egghead - The player who has both the Egg and the Brain on the table wins.
8-Way Play - The player who plays 8 or more cards during his or her turn wins.
Evil Edna - The player who has an Evil Keeper and Television on the table wins.
Evil Genius - The player who has an Evil Keepers and the Brain on the table wins.
Extreme Peril - The player who has the Dragon, Piracy and Ninjas on the table wins.
Fame and Fortune - The player who has both the Star and Money on the table wins.
Farmyard - The player who has both the Cow and the Pig on the table wins.
Happy Hour - The player who has both Beer and Time on the table wins.
Loot! - The player who has both Piracy and Money on the table wins.
Metropolis - The player who has both the Flying Car and the Skyscraper on the table wins.
The Moon on a Stick - The player who has both the Moon and a Stick on the table wins.
Ninja Assassins - The player who has both Ninjas and Death on the table wins.
Past, Present and Future - The player who has the Castle, Time AND the Flying Car on the table wins.
Pirate T.V. - The player who has both Piracy and the Television on the table wins.
Pork and Apple - The player who has both the Pig and the Apple on the table wins.
Pyromania - The player who has both Fire and Dreams on the table wins.
Security - The player who has both Lock and the Castle on the table wins.
Siege - The player who has both War and the Castle on the table wins.
Soldiers - The player who has both the Egg and Bread on the table wins.
Star-crossed Lovers - If one player has Love on the table and another player has the Star on the table, both players win.
Steak and Ale - The player who has both the Cow and Beer on the table wins.
Sticky Toffee - The player who has both a Stick and Toffee on the table wins.
Sunglasses - The player who has both the Sun and Spectacles on the table wins.
Toffee Apple - The player who has both Toffee and the Apple on the table wins.
Towering Inferno - The player who has both the Skyscraper and Fire on the table wins.
Wales - If there is no Sun on the table, then the player who has both the Castle and the Dragon on the table wins.
Warlock - The player who has both War and Lock on the table wins.
That's it. I'm all done now :o)
no subject
Date: 2010-08-10 09:36 pm (UTC)Anyway, perhaps me being a bit drunk may mean I play more efficiently- less thinking more action. >;)
no subject
Date: 2010-08-13 03:31 pm (UTC)Wales is my favourite card...arf!