Fluxx: Brilliantly simple - an oxymoron of a game!
Written: Sep 28 '00 (Updated Oct 05 '00)
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Product Rating:
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Pros: easy to learn, easy to play, endlessly changing
Cons: doesn't offer the opportunity to "master" the game
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| theeye's Full Review: Fluxx |
Fluxx is a card game like no other you've ever played. It's got complex twists and turns, constantly changing strategies and shifting fortunes, a deck full of cards with all the variety of a "Magic - The Gathering" (TM) deck (Magic players will, I suspect, tend to like this game) -- and yet you can sit down and start playing this game -- and having a lot of fun -- after about three minutes of instruction.
Sound paradoxical? You're starting to get the picture. The key is that the game play itself is trivial: it's the meta-gameplay where all the complexity comes in. The process of playing the game actually establishes (and constantly changes) the rules and goal of the game. Bear with me: it will all become clear in a moment <clock check: I've got two more minutes to get you up and running on schedule>.
The game begins with a simple three-part rule of gameplay: "Draw one, Play one, Hand three". Thus, each player (there's no real limit to the number of players) begins with a hand of three cards; when it's your turn, you draw one card and then select a card from your hand and play it. When your turn then ends, if you somehow ended up with more than three cards in your hand, you must discard down to three.
The cards are of four types:
1. Keepers
These are green-bordered cards with simple, iconic names like Time, Money, Milk, Cookies. To play a Keeper, you simply place it, face up, in front of you. (Note to experienced Fluxx players: yes, sometimes they're played face down. But let's not confuse the novices, ok?) Once the Keeper has been played from your hand, you can now be said to "control" it.
2. Goals
Notice that the single rule of play described above gives you no indication whatsoever of how to win the game? That's because the game starts without any goal. When you play a pink-bordered Goal card by placing it face up in a central area of the table, you've established a goal: a criterion for winning. From then on, as soon as any player has achieved the condition described on that Goal card, the game instantly ends and that player wins. Unless of course, another Goal card is played: only one Goal can be in effect at a time, so playing a Goal card knocks the previous goal out of play.
The most common form of Goal is exemplified by the "Milk and Cookies" Goal card: any player who controls those two Keepers (Milk and Cookies) wins; similarly for "Time is Money" or "Death and Taxes". Other Goals specify a winning hand size or other conditions to win. But remember: just when you're about to achieve the winning condition, the winning criterion can change right under your nose!
3. New Rule
These yellow-bordered cards, played by placing them in the central area, instantly effect a rule change to the game which stays in effect until something makes it go away. The rule change may affect how many cards a player draws at the beginning of a turn, how many cards are played in a turn, what the hand size at the end of a turn is, whether Keepers are played face up or face down (there: I told you I'd get to this!), etc. The cards all explain themselves, so you can learn them as you go along: after you've been playing for a while, though, you may find that so many new rules have been promulgated that it's hard to keep them straight!
The one tricky part of the game relates to these Rules cards. New rules take effect immediately. For example, say the rule is "draw 1, play 1". You draw one card and then play a Rule card that changes the rule to "draw 2". This affects you, the active player, immediately and you must draw another card at this time. Likewise, if you play a card that decreases the legal hand size at end of turn, all players (except you) immediately discard down to the legal size and you do so when your turn ends.
4. Action
The blue-bordered Action cards are played, have an instantaneous effect and are then discarded (note to Magic players: think "sorceries" or "instants"). Actions may direct the player and/or opponents to draw extra cards, to discard cards, to "steal" cards from other players, to eliminate Rules and all sorts of other unexpected and often seditious actions designed to further confound matters. Like Rules cards, Action cards are self-explanatory.
That's it, really. There's nothing more to the game. If you had a deck, you could start playing now. But while you now know the gameplay, what you don't yet have is a feel for the game. That feel is perfectly captured by the name of the game: Fluxx. Everything is always in flux: the rules, the goals, the cards you control. Some games are quick and simple: two or three turns and someone wins (it's possible, in fact, to win on the first turn). Other games are long, drawn-out and so hopelessly complex that you'll dissolve in laughter trying to figure out what happens next.
Most importantly (and this is where Fluxx differs qualitatively from strategy games like Magic): this is not really a game that you "master". Novices are pretty nearly as likely to win as experienced players. If you're looking for a game that lets you develop skill and become a "contender", this isn't it. But if you bring a quick mind and a playful spirit to it, it's a game that can be a lot of fun. It's great for parties as it takes little time to learn and (usually) not long to play a round and every round is different. Adults will appreciate the subtleties, but kids can also find it fun and can play right along with the adults. It has broad appeal: computer geeks and puzzle lovers along with folks who roll their eyes at the Dungeon and Dragons crowd all seem to enjoy it.
If you've been playing Fluxx for a while and reach the point where it's starting to get a bit boring, there's a built-in solution: Each deck comes with some blank cards (and you can order more). Scribble your own text on the card, the more outlandish the better. Design your own rules changes, goals and actions. Make them intricate, devious or just plain silly. The possibilities are endless and allow the game to appeal to those seeking complex strategy or social fun (this could be great as an icebreaker for a singles event - imagine an Action that requires you to reveal some personal data, for example!).
Pick up a deck. I'm willing to bet you'll find it at least mildly entertaining. I've yet to meet anyone who didn't.
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Where to buy it:
Fluxx is not too easy to find in stores. If all else fails, try the Fluxx manufacturer's website (which is worth checking out just on its own merits):
http://www.wunderland.com/LooneyLabs/Fluxx/Default.html
They charge $10.00 for a deck. I also found a couple of sites offering it for less ($8.50, $8.95) through www.mysimon.com (a comparison shopping agent).
Recommended:
Yes
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Epinions.com ID: theeye
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Location: New York, NY (it's a hell of a town!)
Reviews written: 66
Trusted by: 165 members
About Me: Company president, math geek, first time mom at 39, epinion addict. Sleep? Not lately.
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