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Q: Does the order of your Keepers on the table matter in Math Fluxx? If so, can I rearrange them at will?

…because of the way some Goals are worded, it seems like order matters. If order doesn’t matter then two of the Goals have the exact same win conditions.

A: Keeper arrangement on the table doesn’t matter in Math Fluxx any more than in any other Fluxx. You could also consider this answer to be equivalent to: sure, like any other Fluxx, you can rearrange your Keepers at will, any time you want.

It’s a little like the pyramids you capture in Volcano or Caldera. A monochrome tree is still a monochrome tree, and it doesn’t matter whether they’re actually stacked up into that formation as long as you have the pyramids that would make up the set described.

Yes, this means that the winning conditions for both 24 Hours and The Ultimate Answer are identical. “Number Four & Number Two” is functionally the same as “Number Two & Number Four” in the same way that “Milk & Cookies” is the same as “Cookies & Milk.”

In fact, some reviewers have complained that this makes Math Fluxx not really very different than other Fluxxes at it’s heart, and it’s only when invoking the mathematical victory rules that this version becomes novel in any way. We suppose that may be true, but we feel the mathematical victory rules make a pretty big difference!

Q: Can the Stop That! Surprise counter the “free action” provided by some Rules or Keepers?

A: Those are not considered “Actions” in the sense that they are not Action cards, and Stop That (or Belay That) is intended to cancel out Action cards specifically. Nor will Veto! which cancels Rules stop this type of free action.

More broadly worded Surprises might prevent some of these, however. For example, Skullduggery is designed so that it can prevent Plundering (among other things), which is a “free action” on a Rule. It’s A Trap and You Can’t Take This Guy From Me are designed so that they can prevent special Keeper actions that let someone steal one of your Keepers.

There might be some confusion on Let’s Keep Doing That, since there is an Action card permanently in play, but it is intended to act as if it were a New Rule, so we would rule that it’s no longer stoppable by the Stop That! Anti-Action Surprise.

Q: Do Keepers fighting in The Arena come from your hand, or from in play in front of you?

A: The Keepers offered up for combat have to already be in play in front of you. If there are not enough combatants (only one person has a Keeper in play) that entity simply wins by default. They stick their head in the Arena, see that there’s nobody there trying to kill them, breathe a sigh of relief, and get the heck out of there.

When in doubt, the general rule with things applying to Keepers is that the Keeper has to be in play in order to be able to “do things”. Usually that means using special powers, but in this case, it also means being obligated to fight in the Arena.

Q: If I’m using my Laser Pistol to shoot another player’s Keeper-with-Creeper, and they have the Expendable Crewman, what happens?

Does this negate the Laser Pistol power (as the Expendable Crewman has no Creeper attached)
-or-
Do we discard the Creeper (attached to a different Keeper) and the Expendable Crewman?
-or-
Do we discard the Expendable Crewman only?

See this question in a video!
Our Friend The Expendable Crewman, Part 1
Our Friend The Expendable Crewman, Part 2

A: The Expendable Crewman’s powers take precedence over the Laser Pistol’s. So even though you aimed and shot the Laser Pistol at the Keeper/Creeper combo, the Expendable Crewman leapt (tripped?) into the line of fire, and was offed instead, leaving the Keeper/Creeper combo still there to be dealt with some other way. Note that in Star Trek Fluxx, Ensign Smith functions as the Expendable Crewman, and in TNG Fluxx, Tasha Yar has that power.

So, knowing this, you might choose not to even point the Laser Pistol in that direction, knowing that annoying Expendable Crewman is hanging around, but that’s up to you.

(Keep in mind that if you’re the one with the Expendable Crewman, AND the Laser Pistol or Sword, you’re free to target your own Keeper-with-Creeper, without accidentally hitting your own Expendable Crewman. If the shot is coming from within his own ship, he will dutifully follow directions, and stand aside, letting the attack go through.

Q: Can I apply cards that work on Keepers to Creepers as well?

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.

Q: When the Camouflage Rule goes away, do camouflaged Keepers stay hidden?

A: When the Camouflage Rule is no longer in play, no-one is allowed to have any hidden cards. The default is that no Keepers in play are hidden, and only the presence of the Camouflage card gives you permission to hide something, so when that Rule goes away, the game goes back to the default of all Keepers showing.

Q: Can I pile up my Keepers in play in a stack, or do I have to lay them out so they are clearly displayed?

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.

Q: Can someone with the Holographic Projector win if the two Keepers needed are owned by 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.

Q: Does the Surprise card It’s A Trap! prevent special Keeper powers or Rules that might allow someone to take your Keeper?

It doesn’t show a specific type of card that it counteracts, but the wording is “Cancel any single game action in which another player is stealing a Keeper you have on the table, and instead you steal one of their Keepers.”

A: In fact, special Keeper powers that let someone take one of your Keepers is exactly the kind of situation that It’s A Trap was designed to counter. The wording is deliberately not specific to a type of card so that It’s A Trap can prevent ANY situation in which some other player may be trying to take your Keeper, whether that originates from an Action card or not.

I have often deliberately put out tempting crew members when I had It’s A Trap hiding in my hand, in the hopes that the person with The Captain would try to steal them, and I’d get to Trap their Captain instead. Or put out the Energy Crystals to try to trap the Scientist, for example.