Combining Fluxx Decks

While we don’t suggest you do this with just any Fluxx decks, as some are distinctly incompatible* (or would require a LOT of house rules to accommodate each other) we recognize that some people do like combining decks, and we HAVE designed some decks to be more compatible to combine. Naturally, this raises some questions. Here are some answers.

Examples we anticipated (and even facilitated) being combined include:
The Trek Fluxxen
Across America & Around the World
Fluxx (5.0) and Fluxx Remixx
Cat Fluxx & Dog Fluxx

* Martian Fluxx is particularly incompatible with any deck which has Humans as Keepers.

Also be sure to check out All Fluxx FAQ for more general questions.

If you don’t see your question answered among these, please email us at:
FAQ@looneylabs.com

Q: Should all New Rules which alter quantities on other cards be considered mutually exclusive?

…such that you’d discard the one in play when you play one of the others (for example, if you were mixing decks, or had one as a promo card in a deck with another one)?

A: The original card of this type, which we’ll call Numeral-Altering Rules, is Inflation, which is found only in the “base” versions, but there are several other New Rules which alter quantities, available in other versions or as promo cards. They all have certain key parameters in common:

• They only affect other cards (they do not affect themselves)
• They only affect numbers expressed as numerals, i.e. (1), not those written out by name, i.e. (one).

It is understood that New Rules will accumulate on the table as they are played, unless a New Rule contradicts one already in play, in which case the previous one is discarded, and the newer one takes its place. Most Rules which replace each other are in clear categories, and we note them on the card. For example, Draw Rules replace previous Draw Rules; Play Rules replace previous Play Rules, etc.

But for this type of rule, because of they way they refer to quantities on other cards, it’s clear that the game would break in almost* all cases if there were more than one on the table, in the same way that it would break if they applied to themselves.

For reference and comparison, here are the Numeral-Altering Rules:

Inflation (Fluxx 3.x-5.x, loose promo card) Increases all numerals by 1.
Mathematical (Adventure Time) Same as Inflation, but with an alternate name.
Increment All (Math) Same as Inflation, but only affects Actions and New Rules (so it won’t change the Keepers, which are all numerals, or the Goals that refer to them).
Double Vision (Remixx, Drinking, & promo in the More Rules pack) Changes 1 to 2.
One, Two, Five! (Monty Python) Changes 3 to 5.

Now, if you’re paying attention, you will have noticed that none of the first three can functionally coexist with any of the others, but the last two actually don’t affect each other. Table describing the numbers in the next sentence reads: 1=2, 2=2, 3=5, 4=4, 5=5*You could, technically, have both Double Vision and One, Two, Five in play at the same time, and numerals would have the following equivalencies, shown in the table to the right.

That said, we would recommend that you choose to treat these as mutually exclusive as well, for simplicity’s sake. Then again, if you’re mixing up cards like this, you’re probably not all that invested in simplicity…

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Q: How do I know which Keepers should be treated as equivalent if I’m combining decks?

A: Figuring out which Keepers to treat as equivalent is something you just have to use common sense and discussion for. Before combining any two decks, take a look at the Keeper set, and see if any things seem similar enough to be considered equivalent for the purposes of Goals.

You should treat combining Fluxx decks the same way you would with any House Rules, making sure everyone playing knows the quirks of this particular set. If you think you might combine two given decks more than once, or leave them combined, you might consider writing down some of the equivalencies you decide on, for future reference.

A couple of easy examples would be deciding that the following are equivalent:
The Sun in Fluxx 5.0 or Remixx,
Sunshine in Nature/EcoFluxx
The Sun in Astronomy Fluxx

The Moon in Fluxx 5.0 or Remixx
A Small Moon in Star Fluxx
The Moon in Monster Fluxx

A more complex example would be this list of potential equivalencies to Keepers in Dog Fluxx, which a fan, Huey Makt put together:
Adventure Time! Fluxx: Jake the Dog (any Dog)
Camping Fluxx Fluxx: A Sharp Stick (A Really Nice Stick)
Cartoon Network Fluxx: Courage the Cowardly Dog (any Dog), Jake the Dog (any Dog)
Cthulhu Fluxx: The Cat (any Cat, Black Cat)
Doctor Who Fluxx: K-9 (any Dog, if all players agree)
Family Fluxx: The Ball (A Ball), The Cat (any Cat), The Dog (any Dog), The Mouse (The Mouse), The Stick (A Really Nice Stick)
EcoFluxx/Nature Fluxx: Mice (The Mouse, if all players agree)
Hundred Acre Wood Fluxx: Some Sticks (A Really Nice Stick, if all players agree)
Oz Fluxx: Toto (any Dog)
Star Trek: Porthos Expansion: Porthos (any Dog, Beagle), Spot (any Cat, Orange Cat)
Wonderland Fluxx: Cheshire Cat (any Cat), The Dormous (The Mouse)

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Q: When combining decks, how should I treat redundant New Rules?

A: In the vast majority of cases, when a duplicate Rule is played, it simply replaces the previous one, yet causes no change. For example, if Draw 2 is in play, and someone plays Draw 2 again, the old one is discarded, the new one replaces it, and game conditions do not change.

You could just put the new one in the discard, leaving the old one in play, but it is important to remember that it is NOT a discard: it counts as one of your Plays, it just doesn’t make any change to the game state.

For this reason, we recommend going through the formality of removing the old copy to the discard pile and playing your new version to the table – at least at first, while you’re still getting used to the concept. Whatever you do, don’t just stack them! Rules which have been superseded should always go in the discard pile so they can be referenced, reshuffled, etc.)

See our Fluxx Card Comparison chart to see which cards we consider analogues, in other words functionally (or practically) redundant. Just click to highlight a whole row, and you can scroll to the right to see all of the cards that do that thing, even if they have different names.

A few non-obvious points would be:

• Different Bonuses don’t replace each other, thus multiple different Bonuses can all be in play at the same time, since each is granted based on a specific condition. For example the Rich and Poor Bonus do not replace each other, and neither contradicts Party Bonus. Furthermore, although we’ve put the Party Bonus and the Love Bonus (and others) on the same line in the comparison chart, we would not consider them to be mutually exclusive, since they grant their Bonuses based on completely different conditions. Of course, if someone played a duplicate Party Bonus it would simply replace the Party Bonus already in play, and nothing would change.

• For Rules which give a Free Action, however, you do not get to execute that Free Action again if you have already taken it for this turn. Note that some cards have analogues which are similar, but not quite identical. For example, some Mystery Play analogues say you can only take the Free Action (taking the top card off the draw pile and immediately playing it) if a certain card is in play.

Unlike the Bonuses, they don’t stack because the conditions allowing the action change. Instead they replace each other, and you don’t get to take that Free Action again. For example, if you already took your mystery play because the Spooky Door was in play, you don’t get to do so again because now the ability is granted because of the Gift being in play.

Double Agenda and Triple Agenda replace each other as rules. See that FAQ to know how to deal with the Goals associated with them when they change.

• If you replace Let’s Keep Doing That (LKDT) with a new copy of LKDT, you get to discard the old one and it’s associated Action, and pick a new Action from the discard pile to associate with your new copy. Note that the Action you just discarded is now in the discard pile, and possible to simply choose again for the new LKDT if you want to, or there’s nothing else.

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Q: What about other equivalencies?

A: It’s pretty much whatever you think makes sense, and everyone can agree on. If you think you might want to combine these decks again, you might write down your decisions (and maybe rate how well they worked, just in case they… didn’t)

Does it make sense for the Witches from Monster Fluxx to have the powers of a Spellcaster in Fantasy Fluxx?

Does it make sense that the Martian Zookeeper (Goal) in Martian Fluxx would accept a Parrot or Monkey from Pirate Fluxx in place of the Cow?

Does it make sense that the Knights of Ni might accept Trees in place of A Shrubbery?

Is the Pirate Fluxx Parrot sufficiently relaxed to stand in for a Resting Parrot in Monty Python Fluxx?

Should the Dragon from Fantasy Fluxx be given the “Monster” designation if combining with Monster Fluxx?

It’s all up to you… but, as with any House Rules, make sure you get it all clear and agreed upon BEFORE you start the game!

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Q: Do Double Agenda and Triple Agenda replace each other as rules?

A: Yes, Double and Triple Agenda are considered mutually exclusive, since they’re both determinants of the same parameter: the number of simultaneous Goals allowed. There’s only one deck that contains both* so we didn’t think to specify it, and left it with the “generic” small print about the Rule taking immediate effect (which all Rules do, but we felt like the Rules without anything specific there looked a little empty.)

Note that any Goals in effect with Double Agenda stay in play if it is replaced by Triple agenda. Triple Agenda simply “opens up an additional slot” for another Goal. Of course, when reducing from Triple Agenda to Double Agenda, the active player would choose which Goal will be tossed, leaving the others in play, just as when going from Double Agenda back to the regular single Goal in play.

* Holiday Fluxx, though this issue could also come up if you’re playing with certain combined decks like:
Star Trek (TOS) Fluxx & TNG Fluxx
Across America & Around the World
Cat & Dog

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