Camping Fluxx FAQ

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: For the card Trading Post, can Creepers be exchanged for Keepers or is it only Keepers for Keepers and Creepers for Creepers?

A: Yes, you can trade any ‘eeper for any ‘eeper. Anything goes at the Trading Post! And, for the follow-up question about whether the other person has any say in what or whether you trade, this “trade” is like the one in Exchange Keepers — the other player has no choice, despite the implications you may draw from the name.

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Q: If I choose to Get on With It or Swap Plays for Draws, and I end up getting Creepers when I draw, can I still use Free Actions or Keeper powers to get rid of them?

A: Well you can… just not until your next turn.

When a player chooses to take either of these Free Actions, the effect is simultaneous with their turn ending immediately. Most notably, this means that if you draw any Creepers with your draws from Swap Plays or Get On With It, you’re stuck with them until your next turn, even if there are conditions which allow you to trash or give them away on your turn. Your turn ended immediately with the draw, so that window is over.

For more info on when you can do what during a Fluxx turn, see the link at the bottom of the right sidebar: Order of Events in a Fluxx Turn

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Q: Why are there two copies of the Night Lights goal in Camping Fluxx?

A: Because it’s always a good idea to have a backup source of light when you go camping!

We’re joking of course, this was in fact a mistake. We try very hard to avoid printing errors like this, but even so, accidents sometimes happen without anyone catching on until it’s too late. The good news is, the card that we lost was yet another Goal, which is an error that has very little impact on gameplay. Heck, we ourselves played a game or two with the first production deck (always a fun ritual for us) and none of us even noticed the error.

In other words, it could have been a lot worse: if the card we’d lost had been a Keeper, for example, we would have needed to recall the entire print run. But this is simply a disappointment. You can decide to leave both copies of the Goal in the deck, or throw one away; either way, there are still 32 other ways to win.

Assuming the game sells well enough to warrant a reprint, we will fix the problem on the next printing, and when we do we’ll make extras of the “new” card for fans who want to update their decks. Until then, please forgive us for this mistake.

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Q: If I’m drawing multiple cards on my turn, and I draw a Creeper that makes me win, do I have to finish drawing the rest of the cards for my turn?

A: Yes, you must finish drawing the rest of your cards for your turn – you might draw another Creeper which would prevent your win. You must accept any and ALL Creepers acquired during your initial Draw phase before assessing win conditions.

Consider the initial Draw phase to be all one simultaneous thing. Think of it this way: not everyone draws one… card… at… a… time. Some grab the total number for the Draw, add them to their hand, then deal with Creepers at that time, putting them immediately into play, and drawing to replace. Differences in draw style should not affect the outcome of the game.

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Q: If I have a Creeper needed to win, and I also have other Creepers not mentioned on the Goal, can I win?

A: No, you cannot. In most cases, if you have a Creeper not mentioned on the Goal you are trying to win with, then it prevents you from winning.

The exception could be considered to be Batman Fluxx, where, if you are winning with ANY Goal which requires a specific Villain (the Creepers of the Batman version) then no Villain prevents your win. You are considered to be “on the side of the bad guys” for that win. Batman Fluxx is also an exception in that, if the Goal does NOT require a Villain, then Villains ANYWHERE (in front of ANY player) will prevent the win.

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Q: If someone plays Mix It All Up, and, as the Keepers and Creepers are being dealt out, someone gets the winning combo, do they win immediately, or must the rest of the cards be distributed?

A: You must finish distributing all of the cards. The person who got the winning combo might receive a Creeper which would negate their win. Consider the consequences of playing the one card, Mix It All Up, as being simultaneous. So you only check for win conditions after all of the Keepers/Creepers have been distributed.

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Q: It is possible to use Get On With It if the rules are only Play 1?

… The wording “final play” makes it seem as if there’s more than one play needed….

A: If you have only one Play (or only one card to play, even if the rules allow more) then that one card would be both your first and your final play. So yes, there IS a final play, even if you’d only be playing one card.

So, in order to use Get On With It, you’d have to do it before your final play, i.e. before your ONLY play. You’d just not take your Play for that turn, and do Get On With It instead.

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Q: If it’s draw 1, play all but 1, I draw 2 cards if I have no cards. If I then play draw 4, do I draw 2 or 3 more? Is that extra card counted as a draw or ignored like the no hand bonus is?

A: This is VERY good question, which we are surprised hasn’t come up before! We had to sit down and really contemplate the situation to make a ruling on this.

To recap, the Play All But 1 (New Rule) says “If you started with no cards in your hand and only drew 1, draw an extra card.” And, as we all know, when you play a card that increases the Draw amount, you get to draw the difference to increase your total cards drawn to the current New Rule in play.

The way Andy framed the question is “Is the extra card one draws like a ‘salary advance’ on your regular draw allotment , or is it more like a ‘bonus’ on top of your regular draw?” After some thought we felt that what the Play All But 1 card is doing is more like a temporary modification of the Basic Draw rule, and, as such, would make the extra card part of your total Draw allowance for your turn.

So, in the example presented in the question above, where (after having started with no cards, and Drawing 2) you have played Draw 4, you would draw only 2 additional cards (and continue to Play until you have only 1 card left in your hand).

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Q: Does Double Agenda include the playing of a second Goal as part of it’s effect?

…Double Agenda says “A second Goal can now be played…” The person I was playing with thought this meant they automatically got to put a second Goal down as part of the Double Agenda play.

A: Double Agenda allows there to be two Goals at the same time, but playing a second Goal (or even first if you’re really early in the game!) still uses up one of your plays for your turn.

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Q: How do I handle Creepers which are dealt to me at the beginning of the game?

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.

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Q: What happens if I have zero cards in hand, with draw 1, play 1, and I draw and play Play All But 1?

A: The card Play All But 1 says: Play all but 1 of your cards. If you started with no cards in your hand and only drew 1, draw an extra card.

So, the player in question, starting with zero cards, must play the card they draw. If that card turns out to be Play All But 1, then, as per the directions on that card, since they “started with no cards in [their] hand and only drew 1,” then they need to draw an extra card. Since the current Rule is Play All But 1, they are left with 1 card in their hand, and their turn is over.

*Note that in some earlier printings, the last instance of the number 1 is written out as “one,” but, to avoid conflicts with Inflation, it should actually be a numeral as written here.

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Q: What happens if I play an Action that causes my turn to end immediately in the middle of Draw 3 Play 2 or Draw 2 & Use Em (or Fizzbin, or Goal Bonanza)?

…Since these cards are all played as part of a single play, would the player get to finish playing them out, or would their turn just stop? And if it just stopped, what would happen to any unplayed cards? We’ve been letting the player keep them.

A: The clear answer is that if you decide to play one of these turn-ending Actions, your turn would end immediately, and you would not get to continue playing cards from your temporary mini-hand (in other words, no, you would not get to finish playing D3P2/D2UE.

Of course, in the case of Fizzbin, you don’t get a choice as to the order of cards played, but that card most closely resembles D3P2/D2UE, since you set your main hand aside, and are working from a temporary hand of extra cards to execute the Fizzbin.

Using the optional Free Action Rule Goal Bonanza also creates a sub-hand with your main hand set aside. While it’s not in any decks with turn-ending Actions, it’s in the More Packs, which could be added to any deck, including those with turn-ending Actions.

However, there is NO way that any remaining cards would go back into your set-aside hand. They are never intended to go into your actual hand at all, as indicated by the requirement to set your hand aside. Any cards left unplayed when you played the turn-ending card are discarded. If you wanted to play them, you should have done it before the turn-ending card.

Brain Transference: Discard remaining cards in your temporary hand and trade places with the player of your choice. Turn ends.
Time Portal: Choose a card as described and add to your set-aside hand. Discard remaining cards in your temporary hand. Turn ends.
What Do You Want: If you choose to take a Keeper or Goal out of the discard, it goes into your set aside hand. Discard remaining cards in your temporary hand. Turn ends.
I’ll Be In My Bunk or I’ll Be Right Back: This card does not specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.” Discard any cards remaining in your temporary hand. Leave the room.

Swap Plays For Draws and Get On With It, while they do involve having your turn end immediately, are New Rules, not Actions, so, as you can see from this answer, things would work a bit differently:
See: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?

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Q: Can I use Get On With It if I played my only card, but the Play rule says to play more? Does that count as “before my final play”?

…I had one card in my hand, with Play 4 in effect. I played my card, an Action card which was then discarded. I wanted to claim to able to get 3 new cards because “Get On With It” which was on the table says I could since I had discarded my hand and had 4 – 1 = 3 plays left.

A: In order to take the option to Get On With It, you must be sacrificing (at least) one of your Plays, and you must be discarding a hand of at least one card.

The most obvious issue is that, at the point when you wanted to Get On With It, you didn’t discard your hand. You played an Action, and now your hand is empty. You have to have something to discard in order to discard something. Your hand has to exist in order to be discarded.

The second issue is almost a side effect. We would not consider you to “have plays left” if you have no cards to play. In this case your first play WAS your final play, so you can’t take this option because it’s not before your final play. In order to have a final play, you have to have a card to play.

The whole thing follows logically, since the card/s you could have played – but didn’t – will be remaining in your hand, and therefore among the cards you’re throwing away.

See also: Is Swap Plays For Draws limited by the number of cards you have in your hand?

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Q: Why does Let’s Do That Again say we shouldn’t change the order of the discard pile?

…It seems like it wouldn’t really matter.

A: Actually, this is mostly unnecessary. There used to be a rule where one could take things out of the top three cards, but that card has been replaced in all current versions with this one, which is more liberal. That said, there is a promo card which allows you to take the bottom card off the discard pile, so it would matter if you were playing with the promo card Composting. Hmm.

In Nature/EcoFluxx, the Action Scavenger lets you look down through the discard pile and play the first Keeper you find. Anyhow, you could look at the other cards in your deck, and see if this is going to matter for the version you’re playing with. It’s a matter of logic.

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Q: It seems like Get On With It or Swap Plays for Draws would contradict Play All. Would putting either of these into play cause Play All to be discarded?

A: No. The instructions on Get On With It (or Swap Plays for Draws) only temporarily override the instructions on Play All and only on the turn of the player using it. Since choosing to use one of these is optional, simply putting either of them into play doesn’t contradict Play All, so you wouldn’t discard Play All just because you played one of them (nor vice versa!)

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Q: What cards have effects that include ending my turn immediately if I play/use them?

A: Cards (Actions) that end your turn immediately if you play them:

Brain Transference: Star Fluxx
Clean Cup!: Wonderland Fluxx
Time Portal: Star Fluxx, Doctor Who Fluxx, TNG Fluxx, Voyager Fluxx,
What Do You Want?: Star Fluxx, Oz Fluxx, Doctor Who Fluxx
I’ll Be In My Bunk: Firefly Fluxx
I’ll Be Right Back: Fluxx Remixx
(These last two cards don’t specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.”)

Cards (Rules) that end your turn immediately if/when you execute them, but not when you play them:

Swap Plays for Draws
Get On With it
Play All +1 (not optional, but see below)

Free Action Rules are optional, so you could choose not to use one that will end your turn immediately. While Play All +1 is not optional, you have some options about when you choose to take that final +1.

Other questions pertaining to cards which cause your turn to end immediately:

Interaction with Play All
Interaction with Hand Limits
Using immediate turn-end Actions with compound Actions like Draw 3 Play 2, etc
Using immediate turn-end New Rules with compound Actions like Draw 3 Play 2, etc
Interaction with Play All +1

Also see:

Order of events in a Fluxx turn

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Q: What happens to the two Goals when Double Agenda is trashed?

A: Whoever caused it to go away gets to choose which Goal stays in play, and which gets trashed.

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Q: What are all the different cards in different versions where you get to draw the top card and play it immediately?

A: There are many analogues to Wormhole (the first one we made) or Mystery Play (the most generic one). Some may require a token action (click your heels together to use Magic Shoes in Oz Fluxx, for example) or condition (if a certain card is in play) to activate them but they are essentially all the same kind of card.

Mystery Play in Fluxx 5.0, SE, Remixx, Astronomy, SpongeBob, and Wonderland
Mythtery Play in Fantasy
Wormhole in Star, Star Trek TOS, TNG, and Voyager
Shiny! in Firefly
Allons-y/Geronimo! in Doctor Who
Spontaneous Reaction in Chemistry
Egads! in Batman
Unknown Variable in Math
THWIP! in Marvel
(the Infinity Gauntlet Keeper in Marvel has this as its special power as well)
Great Idea! in Stoner
Magic Spell in Fairy Tale
Magic Portal in Adventure Time
Magic Shoes in Oz (if you click your heels together three times)
Open The Door in Monster (if the Spooky Door is in play)
Open A Gift! in Holiday (if The Gift is in play)
Chemical X in Cartoon Network (if at least one Powerpuff Girl is in play)
Time Doorway in Regular Show (if the Time Machine is in play)

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Q: Could you clarify how many cards we can eliminate with Let’s Simplify? What does “up to half (rounded up)” mean?

A: The wording on Let’s Simplify is as clear as we could make it. If we had said that you may discard up to half of the New Rules in play, and there were an odd number (for example, five of them) you wouldn’t know whether you should round up or down. But we tell you that you should ROUND UP when figuring out what “half” is, so in this example, you know you can discard up to three.

Of course, you may discard up to half – you don’t have to discard three; you could choose to discard just one or two, or even zero if you want. Those numbers are all less than “half (rounded up) of five”.

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Q: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?

A: You could certainly put either of these New Rules (Get On With It, or Swap Plays For Draws) into play as part of an Action like Draw 3 Play 2 of them (D3P2) or Draw 2 and Use Em (D2UE), or Fizzbin (or your cards drawn via the Rule Goal Bonanza) but you could not utilize their functions while in the middle of executing one of these cards. While all four of these Actions/Free Actions do give you a sort of temporary hand, you can’t substitute it for your real hand to “discard and draw back up to 3”, for example.

You would either need to invoke Get On With It! before the Free/Action with the temporary hand is played or after. The Playing of D3P2/D2UE/Fizzbin/Goal Bonanza, and all actions as a result of it are considered 1 “Play”.

See also: What happens if I play an Action that causes my turn to end immediately in the middle of Draw 3 Play 2 or Draw 2 & Use Em (or Fizzbin, or Goal Bonanza)?

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Q: If a card says “Your turn ends immediately,” but Play All is in effect, which takes precedence?

A: When you play an Action or use a New Rule card says “your turn ends immediately” it means it’s specifically overriding any Play rule that might otherwise require you to keep playing cards on this turn. You also end any option you may have to use Keeper powers or “Free Action” Rules. If it says “your turn ends immediately” then your turn ends immediately – so make sure you’re all done with stuff before you play/use one of these cards!

See: Q: What cards have effects that include ending my turn immediately if I play/use them?

Also see: Would putting either of these two into play cause Play All to be discarded?

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Q: If something is played where “your turn ends immediately,” does it mean that you are not subject to the hand and Keeper limits that turn?

A: No. Hand and Keeper Limits apply to you when it’s not your turn, so you would observe them as soon as your turn ends.

See also: Q: What cards have effects that include ending my turn immediately if I play/use them?

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Q: What do I do if I draw a Creeper because of an Action?

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.

For example, if I play Everybody Gets One, then I, as the active player, am the one drawing cards. As such, I have to take all the Creepers I draw, redrawing until I’m holding enough non-Creeper cards to give 1 to each player including myself. In a deck with a lot of Creepers, anything that makes you draw cards is a liability!

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Q: If Double Agenda is on the table, and each Goal requires a different Creeper can you win by fulfilling both Goals?

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.

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Q: When Double Agenda goes into play, does the next Goal played have to go in the second slot?

Or can it replace the single Goal in play, leaving a spot empty?

See this answer in a video!
Little Answers

A: If there is an empty slot for a Goal because of Double Agenda, the next Goal played must fill that spot, and not replace the single Goal already in play.

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Q: For Actions that re/distribute Keepers and/or Creepers among the players, how are those dealt back out?

Do I get to decide who gets what? Do I get to decide how many to deal to each player? Do the recipients put them in their hands or on the table in front of them? Are they face up or face down? When I’m dealing them out, who do I start with?

A: First of all, only for Everybody Gets 1 (or Dreams & Omens) does the active player get to look at and decide who gets what. That’s a very different situation that the ones we’re talking about here. This question focuses on random (fairly even) redistribution along the lines of Share The Wealth.

The cards in question are shuffled or otherwise randomized so that the dealer does not know what’s being given out. They are then dealt out evenly, going around the circle clockwise, one card to each player in turn, continuing until the cards are all gone. Dealing starts with either the active player or the player to their left, with the intention of providing any possible benefit to the active player.

• So if it’s for Keepers, or a mixture of Keepers and Creepers, the active player should get the first card, because this is felt to be to their advantage, so they won’t get shorted if the number doesn’t deal out evenly. However, we would consider it an officially sanctioned house-rule if your group wanted to give the active player the option of starting with the player to their left instead of themselves. There could be reasons…

• For redistribution of Creepers-only, the card will usually say to start with the player to the left of the active player, because Creepers are generally considered a disadvantage, and this would mean that if anyone was going to receive fewer, it would always be the active player. However, as with other redistribution cards, your group may choose to let the active player decide whether they want to start with themselves or the person on their left. Again, we can think of reasons why someone might want to start distributing Creepers to themselves first.

Once dealt, all cards will be put into play immediately, so it’s OK to deal them out face up, but it’s sometimes better to deal them out face down, then have everybody reveal what they got all at once. As mentioned above, re/distributing by dealing will cause all players to end up with roughly equal numbers of cards. So if there are large discrepancies in the number of cards players had in play, this will even them out: players with a lot more than other players will end up with fewer than they had, and players with few or zero cards in play may end up with more. That’s the way it goes.

Here’s a list of redistributing cards, and their types:

Keepers only
Share the Wealth
Monster Mash
Run!!!
The Grand Ball
Keepers & Creepers
Mix It All Up
Zombie Jamboree
Crawling Chaos
Mass Hysteria
It’s a Cyclone!!!
Creepers only
Return of the Dead
Jailbreak/removal of Arkham Asylum rule

Scramble Keepers, which is only in early versions of “Basic” Fluxx (1.0-3.x) is the only Action which is different. While you still shuffle up the Keepers and hand them back randomly and they go back into play, you don’t deal them out evenly, but instead give each player the same number of Keepers they had before. When we came up with Share The Wealth, we felt it was far superior, as we liked the way it leveled the playing field, keeping the game more competitive, to maximize player engagement.

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Q: Does the Rule Mystery Play require one to play the specific card flipped up from the top of the deck?

My friends think you can add it to you hand, and play some other card from their hand.

A: You are correct, your friends are incorrect. You pull the top card off the deck, and immediately play that card. You do not get to add it to your hand, or play any other card from your hand.

Also see: What are all the different cards in different versions where you get to draw the top card and play it immediately?

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Q: Do Keeper Limits apply to Creepers as well?

A: No. There is no limit to the number of Creepers you can have in front of you.

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Q: For cards that let you do something “once per turn”, does that mean once per your turn, or once per each turn in the game?

See this answer in a video!
Little Answers

A: All powers that can be used “once per turn” are only available to you when it’s your turn.

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