A: The Dreamer can cure anyone of Nightmares, including himself.
Archives
Q: If a Goal requires a Keeper and Attaching Creeper, must it be attached to the Keeper on the Goal, or could it be attached to any of my Keepers?
… – For example: The Spock’s Beard Goal requires Spock and the Mirror Universe. If I had Spock, but the Mirror Universe is attached to Uhura, do I still win? Or does it have to be attached to Spock in order to win with that goal?
A: No, the Creeper does not have to be attached to the Keeper it goes with for the Goal.
This is sort of the corollary to this question: If my Attaching Creepers are not attached to the Keepers I need to win…
Q: Attaching Creepers say “both cards stay together until discarded.” Are there exceptions to this rule?
A: While one of the most obvious ways to get rid of a Creeper attached to one of your Keepers is to destroy them both (or move them both), there ARE ways that you can destroy the Creeper while still retaining the Keeper. The key things here are 1) explicit wording, and 2) thematic appropriateness.
In Star Fluxx*, the exceptions are the Doctor, who can cure Brain Parasites, and the Engineer*, who can fix a Malfunction. In both cases they detach the Creeper, and the Keeper is left, good as new. Creeper Reassignment also specifically states that you detach the Creeper to move it. In Cthulhu Fluxx, the Dreamer states that he can detach Nightmares and discard it. Meanwhile the Sanitarium logically can cure an afflicted Keeper of Nightmares or Insanity. In Anatomy Fluxx, special actions allow you to “cure” yourself.
Some examples where the Creepers DO stay attached would be, in Star Fluxx, the weapons Laser Sword and Laser Pistol, which, again, quite logically, destroy the Keeper in order to destroy the attached Creeper. And while the Phaser in Star Trek or TNG Fluxx targets just the Creeper, it doesn’t say anything about detaching the Keeper either, so if you use it to get rid of an attached Creeper, the Keeper it’s attached to will also be destroyed. The Teleporter will move a Keeper… and its attached Creeper. If a Keeper or Creeper goes into the trash, then it’s attached card goes along.
In Cthulhu Fluxx, The Feds are pretty much the equivalent, though they also destroy themselves in the process. The Necronomicon lets you move any Creeper… and says nothing about detaching it, so you’d have to move any attendant Keeper (and extra Creepers if more than one is attached).
Trash Something is the generic Action version of what the weapons allow you to do. You could trash a Keeper, and it’s Creeper will go along, or you could trash a Creeper, and it’s attached Keeper would go along. There’s no logical reason or explicit wording that lets you detach connected Creeper-Keeper combos for this Action.
*In various Star Trek Fluxxen, there are specific Engineer analogues: Scotty, Geordi, O’Brien that work the same way with respect to Malfunction.
Q: Please explain how Metamorphosis and Madness impair Keepers in Cthulhu Fluxx.
A: The Keepers in Cthulhu Fluxx that have special powers (meaning there is some ability which could be impaired) include:
The Dreamer (cure Nightmares anywhere on the table, whether attached or not)
The Reanimator (steal The Body, if in play)
The Socialite (steal The Poet, if in play)
The Sanitarium (cure Nightmares or Madness if attached to your Keepers)
The Elder Sign (hide, i.e. neutralize any one unattached Creeper)
The Necronomicon (move any Creeper from player to player, then put the Necronomicon back in your hand)
The Ghoul (discard The Body, if it is in front of you)
The Cultist (win if in play when The Dunwich Horror Ungoal causes everyone else to lose)
Here is a flavor-text interpretation:
Regarding Madness (which only affects Investigators)
The Dreamer, Reanimator and Socialite can’t do any of that nifty stuff they do if they have gone Insane. Easy. Remember that Nightmares, however, don’t impair the Keeper, so The Dreamer can still get rid of them, even if he’s the one who has them.
Regarding Metamorphosis (which can attach to ANY Keeper)
If a Keeper starts to Metamorphose, it just can’t function the way it should. A Metamorphosed Sanitarium probably isn’t going to cure your Madness or your Nightmares (in fact, it will probably make them worse) and neither will a Metamorphosed Dreamer. The Socialite just isn’t going to be particularly attractive to The Poet once she starts turning into a frog-person.
There are some other theming issues that are raised with Metamorphosis, however, because it is so far-reaching (attaches to any Keeper).
For example, does it really make sense that Wilbur Whately wouldn’t win if The Dunwich Horror occurred, just because he was Metamorphosed? I thought a main quality of this personage was that he was pretty darn metamorphosed to begin with. Also, somehow I thought a Metamorphosed Ghoul would still eat Dead Bodies.
I consulted Andy on this, however, and he had to conclude that, while it does not necessarily make the best thematic sense, the rule with regards to gameplay, is quite clear: those special abilities are lost if that Keeper is Metamorphosed. Maybe they start morphing into something NICER than they were before!
Ghoul: “My tummy feels funny! That Dead Body just doesn’t look that appetizing anymore…”
Wilbur: “OMG where are my abdominal tentacles?! Dad’s* totally not going to recognize me without them! I am SO toast…”
* For those less familiar with The Dunwich Horror, Wilbur Whately is the abomination of a son resulting from a human woman bearing the child of an Elder God. Wilbur is trying to summon his father, Yog Sothoth, to the Earthly plane.
Q: If the Federal Agents have Metamorphosis attached, can they use their power to get rid of it?
A: Metamorphosis (and Madness) specifically state that any special powers of the Keeper they are attached to are nullified, so the Feds cannot “cure themselves” of either one. Note that in order to use their special power, you sacrifice the Feds Keeper, so in this case, it makes them seem oddly sane that they don’t want to kill themselves even when they go Mad or start to Metamorphose.
Nightmares, on the other hand, while they do attach, do not impair the Keeper, so the Feds could “kill themselves” to “cure” themselves of Nightmares. This would be perfectly effective, gameplay-wise, though it does seem a bit drastic, thematically:
“Agent Jones is having terrible nightmares, Sir!”
“Well, clearly, the only way to solve this case is to kill him, even if it means taking some casualties ourselves….”
“I’ll assemble a team, Sir!”