Dog 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: If a Creeper is moved from one player to another, does the receiving player get to “immediately re-draw” as it says on the card?

A: The “Immediately redraw” is only for if that person has DRAWN a Creeper (or was dealt one at the beginning of the game). The idea is that, if you’re drawing, you are drawing to get a non-Creeper. If you get a Creeper, you are required to play it immediately, and because that draw-play acquisition was involuntary, it doesn’t count as a play or a draw for you… so you get to try again for a NON-Creeper. If you’re just taking or receiving a Creeper that was already in play somewhere else, you’re not attempting to execute a draw, you just get the Creeper.

Another way to remember that this is how it works is to note that it says REdraw. If you didn’t get the Creeper by Drawing, then you can’t REdraw.

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Q: If it’s not my turn, and I acquire an attachable Keeper which brings me over the Keeper Limit, and I have an unattached Attaching Creeper, does it attach before I comply with the Limit?

A: Yes, the unattached Creeper will instantly attach to its newly-found victim, and, after that happens, you discard a Keeper to bring you back down to the Limit. This means you can choose to discard the afflicted Keeper, thus ridding yourself of the Creeper. If, however, for some reason you wish to keep the Creeper, you can choose to discard a non-afflicted Keeper instead.

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Q: When the Taskmaster gives me a card, does it temporarily become my turn?

…If the card I got is a Draw or Play increase, do I get to enact the usual consequences: Draw the difference or play the extra cards in addition to the card I was just given?

(Note that Do a Trick! in Dog Fluxx functions very similarly to Taskmaster.)

A: No, it is still the Taskmaster’s turn even though they’ve given out cards for others to put into play. When people take turns playing the cards given to them by the Taskmaster. It’s like the Taskmaster is in charge, and has told you all, their minions, to take these cards, and put into play (put them into play as you would as if it were your turn, and that’s it. It’s still the Taskmaster’s turn. What this means for each type of card is this:

New Rules and Goals go into play in the middle of the table just as though the Taskmaster themselves had played them. If there is Draw or Play change it’s going to affect their Draw, and their number of Plays remaining. If it’s a Limit, it’s all the rest of you who are going to have to comply immediately. The active player (the Taskmaster) will not have to discard down to Limits until their turn is over.

If it’s a Keeper, the person given the card to play gets to put it in play in front of themselves.

If it’s an Action, the person given the card gets to do the thing. For example, if it’s Jackpot, they get to draw 3 cards. If it’s Steal a Keeper, they get to steal someone else’s Keeper for themselves. If it was Draw 3, Play 2 of them, they get to set their hand aside, draw 3 cards, play 2 of them, and throw the remaining card in the discard. If you get Take Another Turn this is how you handle it.

Surprises should be played for their in-turn function as though they were Actions.

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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: 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: When Rotate Hands comes up, can “across the table” be a valid “direction” to pass hands?

A: To recap, the Action Rotate Hands says: All players pass their hands to the player next to them. You decide which direction.

We would say that to ROTATE hands, the movement should be in a circle around the table. We understand that there are some games where “across the table” is one of the directions one can pass cards, but, because it would only work with an even number of players, that makes the instructions more complicated for us to describe on the rule sheet.

It’s a fine house rule, however! Of course the thing about house rules is that you have to make them clear BEFORE the game starts. In other words if everyone agrees beforehand that “across” is a valid direction for games with an even number of players, go for it! It’s totally fine with us if it’s fine with all the players. It sounds like a fun option to add!

But, in the middle of the game, you can’t suddenly claim that you want everyone to pass “across” for Rotate Hands. You have to have previously agreed that that’s a valid option, since it’s not the default intention of the card. It’s not a problem to pass across, but you have to make sure everyone knows and agrees to that option before the game, and not in the middle of it.

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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: Does Double/Triple 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: If a Goal requires a Keeper and an Attaching Creeper, must it be attached to the Keeper mentioned 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…

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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 trash or move them both, there are some versions which include cards which let you detach the Creeper before you get rid of it.

Cards that let you separate the two:
In Star Fluxx, and the various Star Trek Fluxxen, the Engineer (or version-specific named Engineers) can fix a Malfunctioning piece of equipment.
In Star Fluxx, the Doctor can cure Brain Parasites.
In Cthulhu Fluxx, the Sanitarium can cure Nightmares or Insanity, and the Dreamer can cure Nightmares.
In Anatomy Fluxx, It’s Contagious! allows all players to detach and move Bacteria or Viruses to another player, while It’s Cured! causes all Creepers to be discarded, detaching from Keepers first, if they are attached.
The Action: Creeper Reassignment, found in all Trek Fluxxen and Cat Fluxx, lets you move a Creeper, detaching it first if it is attached.

Anything else, unless it specifically says you can detach the Creeper, is going to affect both cards if they are attached.

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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: 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: When we draw a Creeper, put it into play, and then “draw another card to replace it,” does that card replace the Creeper, discarding it?

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).

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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: How does Share The Wealth (or Mix It All Up) interact with attaching Creepers?

A: We’re very careful not to include cards that don’t play well together in a deck. So, for most decks with Creepers, we use Mix It All Up (or one of its analogues, like Crawling Chaos) instead of Share The Wealth. Star Fluxx doesn’t have either card (Share The Wealth OR Mix It All Up). The only deck with Creepers that has Share The Wealth is Pirate Fluxx, which does not have attaching Creepers, and Crawling Chaos (in Cthulhu Fluxx), which includes Creepers but specifically says that you do detach Creepers to mix them up, so that should be clear.

Mix It All Up is clear in its wording that it will detach Attaching Creepers, in that it says to gather them all, and when redistributed “Creepers that attach are attached to a new Keeper…” We don’t want a “memory condition” to exist where you have to remember what a Creeper was attached to when you mix them all together.

If you’re encountering Share the Wealth with Attaching Creepers, it would only be if you were mixing decks, in which case, please treat it as if it were a Mix It All Up card: detach all Creepers, and mix them all in with the Keepers to deal out. If you’re just playing Pirate Fluxx, it should not be an issue to play Share The Wealth as written, i.e. not including Creepers.

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Q: What happens to the multiple Goals when Double/Triple Agenda is trashed?

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

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Q: When I trash, destroy, discard, exchange, or recycle one half of a Keeper/Creeper attached combo do they stay together?

A: You may notice that Attaching Creepers are usually something which modifies the qualities of the Keeper itself. The idea is that they become as inseparable as one object. You don’t have a Doctor and a Brain Parasite, you have a Sick Doctor; you don’t have a Poet and Insanity and Metamorphosis, you have an Insane Mutated Poet; you don’t have a Holodeck and a Malfunction, you have a Malfunctioning Holodeck; you don’t have a Bacteria and Liver and Heart and Thyroid, you have one giant Liver-Heart-Thyroid Infection (yipes!); you don’t have Spock and the Mirror Universe, you have Mirror Universe Spock, and so on, and so on…

That’s the whole point of the “stays together until discarded” wording. Anything that you could do to the Keeper will also happen to the Creeper which is attached to it, and vice versa. In Star Fluxx, when you use the Laser Sword or Laser Pistol to attack a Keeper with a Creeper attached, you are attacking the afflicted Keeper, and the whole point is that it’s a way to get rid of the Creeper.

In the Star Trek Fluxxes, the Phaser is similar, but the language states that you are targeting the Creeper (because the Trek Fluxxes include non-attaching Creepers as well, it makes the Phaser more useful against ALL Creepers, not just attaching ones). When you destroy the Creeper, then if it is attached to a Keeper, the Keeper will be destroyed too (it’s not possible to shoot just the Mirror Universe aspect of Mirror Universe Spock, you have to shoot the dude as a whole…)

You can Trash a Keeper, Exchange Keepers, or discard it because of a Keeper Limit. All totally valid ways to rid yourself of annoying attached Creepers! (If you Trash Something to discard the Creeper, the Keeper it’s attached to will also be trashed, of course.)

You can even Recycle it (bonus!) and the attached Creeper will go into the discard pile with the Keeper. “Oh, this thing is messed up and useless to me now. In fact, it’s a hindrance!… I don’t want it anymore. But hey! At least I can recycle it!”

In fact, if you’re trying to acquire a certain Creeper to meet a Goal, you can Steal a Keeper (or Steal Something), and you’ll get the whole Keeper/Creeper combo. see: If a Goal requires a Keeper and Attaching Creeper…

Your Hologram or Holodeck is not duplicating just a Robot, it’s duplicating an Evil Robot… for better or for worse, as the case may be! see: If the Holographic Projector/Holodeck is used to imitate a Keeper with a Creeper attached…

There are some exceptions, and they’re usually very explicitly worded to let you know they are exceptions. see: …Are there exceptions to this rule?

Or they follow directly from qualities of the Creeper (i.e. things which would take the Keeper up into someone’s hand, but it has a Creeper attached, will result in the Creeper being “spat out” in front of the person who took the combo up into their hand.
see: If someone plays Beam Us Up, and one player had a being/crew member with a Creeper attached…
see: What happens if I use Zap a Card on a Creeper/Keeper combo?

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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 I have Creeper/s required for a Goal, but I also have other Creepers not mentioned on the Goal, can I still win?

A: In the vast majority of cases, you cannot win if you have Creepers not specifically required by the goal.

Exceptions:
• 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 ANYWHERE prevent you from winning.

See also: The… Goal requires a Keeper and either of two Creepers…

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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!

There are a few cases where a card instructs you to discard Creepers encountered, in which case you do that, but the default is that the active player must accept them until the appropriate number of non-Creepers has been drawn.

There are also a few cases where it’s not necessarily clear, and we have FAQs that give rulings on those:

Q: What happens if a Creeper comes up when Pandora’s Box is played?

Q: Population Crash doesn’t use the word “draw”… does the active player have to keep any Creepers that come up?

Q: The Enchiridion allows me to look at the top three cards of the deck. What if one or more is a Creeper?

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Q: If the rules are Draw 1, and I draw more than one Creeper in a row, how many cards do I redraw?

…I drew three Creepers in a row. I say I should redraw 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.

Now, it’s going to look very different if it’s a multiple Draw, and you draw all of your cards at once. Let’s say it’s Draw 4:

You Draw 4. Three of them are Creepers.
The non-Creeper goes towards your Draw count, and the 3 Creepers go in front of you. At this point, you’ve only drawn 1 non-Creeper, and it’s Draw 4, which is why you’ll now find yourself drawing 3 cards for the 3 Creepers, as you try to achieve the required 4 cards Drawn.
You’d continue like that: Let’s say your draw to replace includes 2 Creepers.
The non-Creeper goes into your hand, and goes towards your Draw count. Now you’ve drawn 2 non-Creepers, and you are still going for a total of 4. Which is why you draw 2 to replace those 2 Creepers you just drew.

This continues until you have drawn 4 cards to your hand. Creepers can’t be held in your hand, so they don’t count as part of your Draw (neither do they count against your Play number, since you didn’t have any choice about whether to play them or not).

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Q: For Everybody Gets 1, do I get to look at the cards before I hand them out to people?

The card reads, in part “You decide who gets what.” My brother thinks I should hand them out without looking at them, but I think I get to look at them so that I know what they all got, but they only know what they each got.

A: As you have surmised, there is indeed no meaning to the phrase “you decide who gets what” unless you get to look at all the cards before you hand them out (yes, the intention is that you hand them out face down so that each person only knows what they themselves got).

Many people’s first instinct upon seeing someone else play this card is to simply reach forward and draw from the deck themselves, as if it were indeed intended to be random, but most, upon a careful reading of the card, come to the correct conclusion.

Since we have plenty of room on this card, we started implementing clearer text on this card in 2016:
“You look at the cards and decide who gets what, dealing them out face down to each player.”

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Q: If the Keepers I need to win aren’t the ones with Attaching Creepers, can I still win?

A: Creeper cards say “You can’t win if you have this unless the Goal says otherwise.” This means that having a Creeper in play in front of you prevents you from winning whether it is attached to one of the Keepers needed for the Goal or not.

Creepers occur in many versions of Fluxx, but only in a relatively few versions do they attach to specific Keepers. So the question of attachment does not affect the general behavior and limitations of Creepers.

This is sort of the corollary to this question: If a Goal requires a Keeper and an Attaching Creeper…

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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.

Note that you may be seeing this FAQ because your deck has a version of this card with a different name. There are so many analogues for Mystery Play that you should simply check the Fluxx Comparison Chart. Highlight the row for the Rule: Mystery Play, and scroll across to the deck you have to find the card this question refers to.

Note that there are a couple of Keepers which grant the owner the personal ability to do a Mystery Play. Those are also listed on the Fluxx Comparison Chart, below the Rules, Actions, and Surprises.
Jumanji has The Game
Marvel has The Infinity Gauntlet
Star Trek: DS9 has The Wormhole

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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: 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: Must attaching Creepers be attached at the first available opportunity, or only are they only attachable when first played?

For example, if an attaching Creeper is played when there is no appropriate Keeper to attach to, does it stay unattached forever (or until the Action Creeper Reassignment is played), or does it attach to the next available Keeper which accompanies it in play? In other words, does it only attach if there are (appropriate) Keepers in play when it goes down on the table, or will it attach to Keepers played later?

A: The text on attaching Creepers states “If you have any [appropriate Keepers] in play, you much choose one to attach this to.” This property is not limited to the moment when the Creeper is first played. If there is no appropriate Keeper to attach to when it is played, it will attach to the first appropriate Keeper that arrives.

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

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

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

See this answer in a video!
Little Answers

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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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