A: We used the words “any and all” so that it would include Creepers that might not be in your possession. Maybe you don’t currently have the Mooch, but you’re tired of him being on the table, and you’d really like to be able to play your Weed without worrying he’ll show up uninvited. There are plenty of reasons a Creeper might be bumming you out even though it’s not in front of you, so go for it.
A: No. A Creeper can never be in a hand, so when Zapped, it just goes directly in front of the person who Zapped it, so you wouldn’t be able to use this to relieve yourself of a Creeper long enough to win. It would move from in front of you, to in front of you.
A: Some versions of the rules deal with this explicitly, and some don’t, so we’re answering this here in the FAQ, just in case there is any confusion.
Creepers may not be held in your hand, so if you get a Creeper as part of your dealt hand, you put it on the table in front of you (play it pre-game, essentially) and draw to replace. If it’s another Creeper, continue until you have a starting hand containing zero Creepers.
…Mal’s special ability is to be able to move a Creeper “to another player”, while the Alliance says it can be moved to any player with River Tam, Stolen Goods, or Serenity. My opponent used Mal to move the Alliance to me (so they could win), even though I didn’t have any of those cards. Were they allowed to do that?
A: The player with Mal can move ANY one of their Creepers to ANY other player, regardless of what other Keepers they may have. There is no restriction on that card about where Mal can move a Creeper. The note on the bottom of The Alliance Creeper is an indicator that ANYONE who has The Alliance can move it away from themselves to someone with those specific Keepers. Those Keepers are not meant to be a limit on where it can ever be moved, just on where it can be moved “for free”.
A: You execute those things listed in the order shown, so Creeper elimination happens after drawing an extra card. James Baxter just makes everyone feel good. So if you draw a Creeper because of James Baxter, put it into play, and then draw to replace it. Then, after all that, the Creeper discard phase occurs.
So if a problem shows up while James Baxter is around, he gets rid of it for you, along with any other problems!* He’s just great.
* After getting rid of all Creepers in play, James Baxter then gets rid of all Hand and Keeper Limits in play.
A: For those wishing to add the Radioactive Potato and other Creepers back into their Fluxx deck, we have the Creeper Pack which has all the cards you’d need to add those back in to your 5.0 deck – or even other versions of Fluxx!
Fun History Stuff:
Fluxx originally had no Creepers. When they were invented for Zombie Fluxx, we retrofitted various decks which had not had them to now include them. Those included EcoFluxx (now Nature Fluxx) and Fluxx 4.0.
What we did to retrofit them to the “basic” card set was make War, Taxes, and Death into Creepers instead of Keepers (makes perfect sense, right?) and added a fourth Creeper, called The Radioactive Potato, which we’d experimented with as a promo card. We then had to tweak other various things about the deck to make it all fit together now that there were Creepers.
Of course we got a lot of complaints from fans when we added them. Those tapered off as Fluxx 4.0 became the new normal. As we started to develop a deck that could potentially go into the mass market, we found we agreed with many of the original commenters that having Creepers in the deck made it harder to teach new players, so, of course we made Fluxx “Special Edition” (SE) without them. This went so well that we felt we needed to move on to 5.0 and make the removal of Creepers official.
Unfortunately, since Fluxx 4.0 was the main version for such a long time, there were then many people who were first introduced to the Fluxx system with 4.0. Naturally, when they go to pick up their own set, they are confused and dismayed to find the Creepers they remember fondly are now missing. Finally, with the creation of the Creeper Pack, we have the solution for them!
…The Enchiridion card says “Look at the top 3 cards in the deck, add 1 to your hand, discard 1, and put the remainder back on top.” I wasn’t actually drawing the cards, so we played it no differently for Creepers than any other card, but I wasn’t so sure about how to play this one.
A: We would agree that you are simply LOOKING at the cards, not drawing them, so you have no obligation to take the Creeper (unless that’s the card you want).
A: We very carefully did NOT specify that it was the player’s own Creepers. After all, there are some Goals which require Creepers, and a player might want to move someone else’s Creeper to themself… or from one player with little chance to win to another who has a potential win condition which would be spoiled by the presence of a Creeper. All of these possibilities are allowed.
A: It’s true, the Creeper card does say “immediately draw another card to replace it” but this doesn’t mean you replace the Creeper on the table, discarding it. This means “replace the Creeper in the number of cards you drew.” If you needed to draw 3 cards, and you drew them and one of them was a Creeper, you play the Creeper and draw another card, because that Creeper doesn’t count as one of the 3 cards you needed to draw (neither does it count against the number of cards you get to Play on your turn), so you have only drawn 2 cards, so you still need to draw a third.
You’re not replacing the Creeper from it’s place “in play” (i.e. on the table). You’re just replacing the card “lost” as part of your draw count because it was a Creeper. The idea is that Creepers go into play automatically, whether you want them to or not. They’re usually a problem for you, and you have to work to get rid of them (though sometimes you need them for Goals, otherwise, they hinder you).
A: Yes. Though the Goal does not call out Candy Zombies specifically, they are clearly marked Candy People, and, as long as they’re your ONLY Creeper, that’s enough to count as “unless the Goal says otherwise” (regarding them preventing a win).
Thematically, Princess Bubblegum certainly still cares about them and would consider them citizens of her kingdom, even though they are afflicted with the zombie sickness.
A: Not quite. If you Zap a Creeper, you would simply then place it in front of you. You don’t get to draw anything.
The reason the Creeper card includes the words “then draw to replace” is that if you draw a Creeper, it goes down in front of you, and that doesn’t count as one of your draws (or one of your plays) so you still have a draw left, which you get to execute. Or if you were dealt a Creeper at the beginning of the game, it needs to go down in front of you, and you need to replace the card missing from your initial hand, since you should not start the game with a smaller hand than everyone else.
If you gain a Creeper any other way, you just gain it. It cannot ever really go into your hand, so it goes directly into play. If you choose to Zap a Creeper, you just get that Creeper. The reason is that Zap isn’t meant to give you an extra card in your hand so much as it is meant to give you whatever card you Zapped. So it’s not like you somehow missed out on the card Zap was intended to give you, such that you need to draw to “replace” anything.
A: For Actions like this where multiple things happen, all those results are considered to happen simultaneously (Except for Actions which invoke the utilization of other cards, like Draw 2 and Play ‘Em, where each card played is considered separately, though the whole thing is still considered one “Play”).
Looking back on this, Andy realized that we could have avoided this confusion by simply writing the results in the other order (Discard the Goal, then trash all Creepers in play). We hope to tweak this wording on a subsequent printing.
A: Our call would be that you could win if you have both, since both are mentioned on the same Goal, and the rule regarding winning with Creepers is that it’s possible if the Goal specifically requires that Creeper. Another way to think of it is that it’s not an exclusive “or” (XOR). You can win if you have the Poet and one or both of the Creepers listed.
A: Peace No War specifically calls out War as a prohibited card to meet the win conditions. It’s not the fact that it’s a Creeper that’s preventing you from winning – it’s that it’s War specifically, which is incompatible with Peace. In fact, in previous editions of Fluxx, it was a Keeper, not a Creeper, and the conditions were the same: you can’t win if War is on the table.
A: This is actually a very tricky question. I snagged Andy, though, and we talked it over. At first it seems like player A with 5 Keepers should win, since the meet the conditions and have no Creepers, but the goal specifically stipulates that if anyone has more than 5, the player with the most wins.
We decided that in this case, there can be no winner, and the game continues until a clear winner emerges.
In a case with two players tied for Keepers, with one having Creepers, however, the Creepers would eliminate one from the running.
Note that all of these contingencies would apply similarly for the Goal 10 Cards In Hand.
It appears that with Play All, I could effectively do this an unlimited number of times, moving all the Creepers in the game to wherever I wanted them. Is this correct?
A: This is an unfortunate loophole with the card as written in the first several printings. It was intended that you could only use it once per turn to move a single Creeper. We updated this wording as of approximately September 2016 (but there are a lot of decks out there with it open-ended like this). If you’ve been playing it over-powered like this, you’d be within your rights, since it does not technically say “once per turn”. Now that you know the intended usage, you could still choose to use it as written, however, we’d prefer that it be nerfed as follows:
Our official ruling would be to play it as if it said “…once during your turn you may move any Creeper from one player to another, then put this card back in your hand.” Of course, if there were a multiple play situation, you might subsequently play it again to the table, but would not then be able to use it to move a Creeper again on your turn.
As always, “once per turn” means once per YOUR turn, not once on every person’s turn.
See For special Keeper (or Item) powers or Rules that say “once per turn”, does that mean…
A: Yes. With the Munchies, you can discard ANY player’s food Keeper.
A: When the Rule “We’ve Already Got One!” is in play, The French Persons can be any other specific Creeper, even if it is one that someone else has in play. It’s like the joke in the movie: how silly it is for them to say that they’ve already got a Holy Grail? There’s supposed to only be one, right? So it makes sense that even if someone else has a Creeper, the French Persons can masquerade as that Creeper.
We were playing with this deck tonight and I used the bonus card Ancient Psychic Tandem War Elephant (APTWE). The APTWE says “If any two players each have a Keeper needed to win by the current Goal, the game ends with both players being the winners. If not, draw 2 cards.” I had one Keeper for the Goal and my wife had the other Keeper, along with the Marceline Keeper that says “Creepers do not prevent you from winning.” We both had Creepers in front of us.
I said we both won as Marceline negates the Creepers played. My son says only my wife did because she had the card and it only applies to her.
A: Well, we debated for quite a while about this. We could see either of these arguments making sense, but in the end, we came to the same conclusion you did (you both win because Marceline negates Creepers). Keep in mind, however, that if Marceline was not in play, and only one of you had a Creeper, neither of you would win. It’s all or nothing with the APTWE.
The way we see it is that the two players are essentially merging into one, à la the two-headed elephant of the card title. So their Keeper set merges, and so do their Creepers. So, for example, if only one player had a Creeper, and the other one didn’t, their sets would be psychically merged, and it would be as if they were one two-headed player… who had a Creeper preventing the win. So one player’s Creeper would prevent both people from winning.
However, the same is true of Marceline’s power: when the players Keeper/Creeper sets merge, her power now extends to both people, so she neutralizes Creepers for the joined set which can then win, no matter who originally had Creepers.
A: No. The idea is that the Secret Cultist benefits from the end of the world in ways regular players do not, so everything is backwards — that which would normally make you lose now helps you win. So if victory is found through the Minions of Darkness, it’s just a bonus if Cthulhu himself also joins the party!
While the win conditions for the (non-secret) Cultist are more narrow, the same is true, since they’re winning with an UnGoal, reveling in the destruction of all we hold sane.
…I say it’s just one card, but my husband says it should be three, since three Creepers were drawn. Who is right?
A: For practical purposes, you are correct. If you have laid down three Creepers in a row like that, you are left needing to draw 1. After your draw phase, you should end up having drawn just 1 non-Creeper for your Draw 1.
If anyone is having a hard time wrapping their head around why this is, here’s a blow-by-blow description of what happens when you draw three Creepers in a row while trying to Draw 1.
You Draw 1. It’s a Creeper.
It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… a second Creeper.
It goes in front of you with the first, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… a third Creeper.
It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… finally a non-Creeper, which you add to your hand, and you have successfully followed the current Draw rule, which is Draw 1.
As you can see, in some ways, your husband is right… but the thing is, the three cards that were “drawn to replace” did happen… they’re just over as soon as you draw 1 non-Creeper.
For example, in Monty Python Fluxx, if I play Steal a Keeper, am I allowed to steal a Creeper instead?
Does a Keeper Limit allow me to discard creepers?
A: Keeper means Keeper, not Creeper. That’s why we changed the wording on “Trash a Keeper” to “Trash Something” so that it could mean both. But for “Steal a Keeper” it’s still just Keepers. Same with Exchange Keepers. It only applies to Keepers.
(I [Alison] wanted to name it “Trash a -eeper” but for some reason that didn’t fly.)
There is no limit to the number of Creepers you can have in front of you.
On the table are two rules Silver Lining & You also need a Baked Potato. So if someone gets the goal but doesn’t have the potato can she win, because Silver Lining says that Creepers don’t prevent you from winning. Since the Potato is a creeper and not having it is preventing you from winning, you win?
…or is needing something (in this case the Potato) different from having something (other Creepers) which is preventing you from winning?
A: It’s that second thing you said. The Silver Lining rule means that the negative presence of a Creeper in front of you does not prevent you from winning, i.e. their presence is completely neutral, instead of negative.
If You Also Need A Baked Potato is in play, then you also need a baked potato – no ifs ands or buts. It does not keep the Creepers absence from preventing your win. It only prevents the presence of a Creeper in front of you from preventing your win.
Crawling Chaos specifies that it detaches creepers from keepers, but The Elder Sign doesn’t use the “attached” nomenclature to describe how it covers a creeper. Is The Elder Sign considered attached to the card it covers for purposes of Crawling Chaos, or does something weird happen?
A: If a Creeper is hidden by the Elder Sign, it’s just like it’s not in play (until you choose to reveal it). Its doom count is not on the table, it can’t be moved, stolen, or destroyed (though if you move or steal or destroy the Elder Sign, the Creeper goes with it.)
A: If a Creeper is drawn by the active player, they must take the Creeper (play it in front of themselves) and draw to replace, such that all the cards they have drawn for whatever the Action indicates will contain no Creepers.
A: The Creepers in Zombie Fluxx work a little differently than other Creepers. Most other Creepers specify on them that you can’t win if you have them, but Zombies do not say this – instead, in Zombie Fluxx, it is the Goal which will indicate whether zombies will prevent your win.
If the Goal doesn’t say that you can’t have zombies, then it’s okay if you have zombies.
A: Yes, since the Rule Silver Lining was in play, which says that Creepers don’t prevent victory. In that case, if then you had Creepers, but the only actual Keeper you had was Love, then, by the letter of the text on all the cards, you would be able to meet that Goal, since the Goal doesn’t specify no Creepers.
A: In the vast majority of cases, you cannot win if you have Creepers not specifically required by the goal.
• Do your extraneous Creepers say that they keep you from winning? (Almost all Creepers do, but if they don’t then go for it.)
• Is there a Rule in play that lets you win even if you have Creepers? (There are a couple of these, depending on which versions you have.)
• In Batman Fluxx, if the Goal requires a Villain, Villains don’t prevent you from winning. However, if the Goal does NOT require a Villain, then Villains EVERYWHERE prevent you from winning.
• In Nature Fluxx (aka EcoFluxx) all Creepers prevent everyone from winning, regardless of who has them.
Distress Call states that “All players draw 1 card from the deck,” and then that “Anyone with a Creeper then draws additional cards until they have drawn 2 cards for each Creeper they possess.” Is the first card drawn by this action included in the cards drawn for Creepers? That is, if I have one Creeper, do I draw 2 total cards or 3 (one from the first part and two from the second)?
A: The first card you draw is included in the total of cards you draw if you have Creepers. So if you have 1 Creeper, you draw a total of 2 extra cards.
A: While it is not specified in the rules, the intention is that all Keepers and Creepers under your control should be visible to your opponents at all times unless there is some specific situation that lets you stack or hide them. In general, if a Keeper or Creeper is hidden under another card, it is as though it does not exist on the table, and a player may only stack Keepers/Creepers in certain very specific situations.
For example, in Martian Fluxx, you are allowed to hide your Pathetic Humans (Creepers) under your Abduction Chamber (Keeper). They are effectively “not showing on the table” and do not prevent you from winning (though you can release them at any time to meet a win condition).
There is a similar card in Pirate Fluxx that lets you hide your “booty” Keepers under your Treasure Map. They don’t count towards the Keeper limit, and this protects them from being Plundered, (a special Rule in Pirate Fluxx) but if someone uses Steal a Keeper to take your map, they also take the booty you’ve hidden under it.
In Cthulhu Fluxx, one may hide one Creeper under the Elder Sign card, which neutralizes it, much like the Abduction Chamber does for Pathetic Humans, but for only one Creeper.
There may be other cards which allow similar situations, but unless you have any of these special cards that allow you to hide a Keeper or Creeper in front of you, all your Keepers and Creepers need to be showing. If space is an issue, you can overlap them so the name stripe is showing, but you may not simply hide them from the other players.
A: No, the Hologram can only be one Keeper at a time. It’s already a very powerful card. If it could be any TWO Keepers at once, it would be ridiculously overpowered.
If you saw the Star Fluxx episode of the web-series Tabletop, I’m pretty sure they made a mistake regarding this card. Can’t remember whether they realized the error, or if some other thing prevented that guy’s win.
It is possible to win with the Holographic Projector even if you don’t have either of the required cards yourself only if the win conditions include a Creeper or Creepers which are attached to a single Keeper owned by another player. In that case, the Holographic Projector only needs to be one Keeper, but it also mimics the associated Creeper properties. Example Goals for this type of win would include Imperial Destroyer, Evil Computer, Evil Brain Parasites, Robot Uprising, and The Power Of Evil.
A: You keep drawing until you get a non-Creeper. Of course, this also applies to:
Analogues of Wormhole (found in Star Fluxx) include (some with slight variations such as conditional requirements for use):
Magic Shoes in Oz Fluxx
Egads! in Batman Fluxx
Magic Portal in Adventure Time Fluxx
Time Doorway in Regular Show Fluxx
Shiny! in Firefly Fluxx
Great Idea! in Stoner Fluxx
the following have a Wormhole analogue, but do not have Creepers naturally occurring in the deck:
Mystery Play in Fluxx 5.0 and SE
Open The Door in Monster Fluxx
Chemical X in Cartoon Network Fluxx
To review: The Retreat! UnGoal says “If Germs and the Army are on the table, and all players have at least 1 Creeper, the game ends with no winner.” Do Germs and the Army count as “at least one Creeper” or do those players have to have at least 1 Creeper in addition to Germs and Army?
A: No, they don’t need an additional Creeper beyond Germs or Army to cause everyone to lose. Both those cards DO count as generic Creepers in addition to their specificity.
A: All Zombies are Creepers in Zombie Fluxx, but not all Creepers that exist in the Fluxx universe are Zombies. If a card says you need “a Zombie” then any Creeper card featuring a Zombie-something will do. If a card says you need a certain number of Zombies (the Zombie Baseball Team, for example) then you can count the number of Zombies shown. If something affects Creeper cards, then obviously, you can’t separate two Zombies shown together on a card. Look to the specific wording on each card to for clarification.
A: You get whichever one is higher in the pile.
For example, if the Goals were He Bravely Ran Away (requires the 3-Headed Giant) and Rabbits of DOOM (requires the Killer Rabbit).
A: No, not if they are two different Creepers like this. The 3-Headed Giant you need to win with He Bravely Ran Away prevents you from winning with Rabbits of DOOM, while the Killer Rabbit you need for that prevents you from winning with He Bravely Ran Away.
A: Yes, the Animator can smite Creepers if the Finger of God is not on the table, since that’s something the Finger of God can do. If something “counts as” another card then it has all the same properties as that other card, without having to spell out all of those properties as written on the other card.
Suppose the The Cheese Shop is the Goal and I have no Keepers, one Creeper, Look on the Bright Side of Life (or Silver Lining) in my hand, and have already drawn the draw amount and have one play left. The Cheese Shop says that I win if I have no Keepers, no Creepers, and no cards in hand but when I play the ‘Creepers do not prevent you from winning’ rule do I win?
A: No. Look on the Bright Side of Life (or Silver Lining) lifts the victory-inhibition function of the Creeper generally, but it doesn’t make the Creeper non-existent, and the spirit of the Cheese Shop Goal is that you win if you alone possess absolutely nothing.
For example, suppose we are at Draw 1 and I play Draw 5 as the first of my Draw 3 Play 2 cards. I’d need to immediately Draw more cards, right? So Where do they go? Should I put the extra cards in my original hand or in the side hand I’m using for the “Draw 3 Play 2” card?
A: New cards would be added to your set-aside hand in this case. Since you’d already drawn 1 new card at the start of your turn, you’d need to Draw 4 more and add them to your set-aside hand. It’s OK to look at them as you do — in fact, you need to, since you’d need to play and redraw any Creepers that came up in those 4 cards.
Similarly, if you played Jackpot! you’d add the new cards to your set-aside hand, and if you played Discard and Draw, it would be your set aside hand that you’d throw away and replace. If you played Rotate Hands, it would be your set-aside hand that you rotated.
Note that this ruling will also apply to Draw 2 and Use ‘Em (D2UE) and Fizzbin.