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: What happens if someone targets Captain Jack Harkness or Skips with Trash Something or Step Off?
- 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?
- Q: Does using a special ability listed on a Keeper or Creeper count as a Play?
- 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?
- 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?
- Q: If I’m going to use a Time Machine Keeper (where you discard/insert into the draw pile for an extra turn), must I do that as the last step in my turn?
- Q: What happens if only Psychic Paper is in the discard pile, because you’ve just played, it, and the only card you can copy from someone’s hand is What Do You Want?
- Q: It is possible to use Get On With It if the rules are only Play 1?
- Q: If I use two different cards which get me an extra turn, do I get two extra turns? What if I use them again during my extra turns? Do I get even more extra turns?
- Q: Are Keeper/Creeper powers that say “on/during your turn…” only able to be used once when you first put the Keeper in play, or on every turn?
- Q: If I have a Goal which requires Creepers, and I’m playing with a deck that has duplicate Creepers do extras of one of the Creepers required prevent my win?
- Q: If we have the War Doctor in our Doctor Who Fluxx deck, and he counts as Doctor 8.5, are Doctors 8 and 9 no longer consecutive?
- Q: The Master Creeper says that it can be given away to “the player that has The Doctor” but what if there are multiple players who have a Doctor in play?
- Q: If my opponent has a Keeper in play which says “on/during your turn you may…” can I use that power on my turn, since it doesn’t specify who “you” are?
- Q: Can I trash someone else’s Doctor to get rid of my Dalek, instead of my own?
- Q: When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?
- Q: How should we treat the War Doctor with respect to the Blinovitch Limitation Effect?
- Q: When I play a Keeper with a power or special ability, must that be invoked immediately?
- Q: When I use a free power on a Keeper (or Creeper), is the Keeper destroyed?
- Q: How does the Future Doctor work in Doctor Who Fluxx? What about the Regeneration Goal?
- Q: If My Turn Next is played (out of turn) in the same turn as someone discards the TARDIS, who gets the next turn, and do they both get extra turns?
- Q: If I play Draw 3, Play 2 of Them, and one of the cards I draw is something that lets me pull an Action from the discard, is Draw 3 Play 2 of them available in the discard pile? What about the unused third card?
- Q: If I have Doctors 7 and 8, and another player has Doctors 3 and 4, and the Goal Regeneration comes up, who wins?
- Q: How do I handle Creepers which are dealt to me at the beginning of the game?
- Q: For the Action Move a Creeper or Creeper Reassignment, what does “an/other” mean? Other than myself, or other than the person who had it?
- 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)?
- 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”?
- 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?
- 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?
- Q: What happens if you draw a turn-ending card when you use Wormhole?
- Q: What cards have effects that include ending my turn immediately if I play/use them?
- Q: Could you clarify how many cards we can eliminate with Let’s Simplify? What does “up to half (rounded up)” mean?
- Q: If a Goal requires a subset of multiple specific Creepers, can I win if I have more of those mentioned than number required?
- Q: Is it possible to win with a Goal that uses a specific Keeper even though it would be “immediately discarded” due to conditions with a mutually exclusive Keeper already in play?
- Q: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?
- Q: If a card says “Your turn ends immediately,” but Play All is in effect, which takes precedence?
- 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?
- 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?
- Q: What do I do if I draw a Creeper because of an Action?
- Q: If the rules are Draw 1, and I draw more than one Creeper in a row, how many cards do I redraw?
- Q: Does the Rule: Mystery Play require one to play the specific card flipped up from the top of the deck?
- Q: For Actions that re/distribute Keepers and/or Creepers among the players, how are those dealt back out? Can someone win in the middle of redistribution?
- Q: What kinds of cards can the Surprise: My Turn Next react to?
- Q: Can I use a Surprise from my set-aside hand to cancel a Surprise played on one of my Draw 2 & Use Em, or Draw 3, Play 2 (or Fizzbin, or Goal Bonanza) cardplays?
- Q: Is the third Surprise function (countering another Surprise) limited to in-turn or out-of-turn play?
- Q: If someone plays Trade Hands with me, and I have some Surprises (other than Stop That, which could prevent the trade) can I use them up with no effect, just so I don’t have to give them to the other player?
- Q: Do Surprises work any differently in a two-player game than they do in a game with more people?
- Q: If someone stopped my play with a Surprise, and then I used Mystery Play, and drew a Surprise, can I use that to counter their Surprise?
- Q: Can a Surprise card be played to stop a card played previously during someone’s turn?
- Q: If someone cancels one of my plays with a Surprise, do I get the card back, and still have that play to use?
- Q: If a surprise card can cancel out other surprise cards can a 3rd (or even 4th) surprise card be played consecutively?
- Q: If multiple Surprises are canceled by each other, how do you figure out what happens in the end?
- Q: If I use the “during my turn” part of a surprise card on my turn, does that count as a play?
- Q: Can one ever use the out-of-turn function of a Surprise during one’s own turn?
- Q: With That’s Mine (That Be Mine, Twist Of Fate) played out of turn, if someone is receiving a card via an Action, can I use That’s Mine to intercept it, and get that Keeper myself?
- Q: Can you use the out-of-turn option on Canceled Plans to nullify a goal you are forced to play during your turn that would cause someone else to win?
- Q: Does a counter-Surprise count as a Play for the person whose turn it is?
- Q: Does countering a Surprise on my turn count as one of my plays? Can I also use it for the in-turn function if I do this?
- Q: Can a Surprise be used to cancel a Hand Limit on your own turn?
- Q: With Canceled Plans played out of turn, does this card only discard a Goal that a player has just played or an existing goal on the table?
- Q: Can Canceled Plans prevent someone from winning the game? What about That’s Mine?
- Q: If someone plays a Rule to replace an existing Rule, but someone else plays a Veto, does the rule that would have been replaced remain in effect?
- Q: If my play is canceled by a Surprise, do I get to take a different play instead?
- Q: If a player uses Trade Hands, and their hand contains Stop That (which cancels Actions) can the other player use it immediately upon receipt to cancel the Trade Hands?
- Q: Regarding Canceled Plans and Stop That, if you play them during your turn, it says “All other players must discard one Goal/Action, or a random card, from their hands.” Does that mean players get a choice?
- Q: Can the Surprises: Stop That! or Veto! counter the “Free Action” provided by some Rules or Keepers?
- Q: Do Keeper Limits apply to Creepers as well?
- Q: If I Take Another Turn, do I have to comply with Hand and Keeper Limits in between my two turns?
Q: What happens if someone targets Captain Jack Harkness or Skips with Trash Something or Step Off?
A: Both Captain Jack Harkness (from Doctor Who) and Skips (from Regular Show) are immortal; they can’t be killed. If you try to, nothing happens, and the Action is wasted. They could change ownership, of course… but if you have something that lets you target a Keeper to be discarded, probably better to use it against a different card.
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.
Q: Does using a special ability listed on a Keeper or Creeper count as a Play?
A: No, using any special powers or abilities listed on Keepers or Creepers does not use up one of your plays for your turn.
The Keeper does have to be in play in front of you, however, not just in your hand.
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
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.
Q: If I’m going to use a Time Machine Keeper (where you discard/insert into the draw pile for an extra turn), must I do that as the last step in my turn?
A: There are many Time Machines in all of Fluxxdom (list below answer). These are Keepers which, if they are in play, you can get rid of (either to the top of the discard pile or the middle of the draw pile) to gain an extra turn after the one you are currently taking.
The question at hand is whether one must wait to use this Keeper power as the last thing during one’s turn, since taking another turn is something that happens right after your current turn ends, or whether one could use this power at any time, thereby “putting an extra turn in the bank” to use after you do a bunch of other things during the rest of your current turn.
The answer, of course, is that you can choose to utilize this power at any time during your turn that you would any other “free action” allowed by Keepers and such.
We originally could not figure out why it would make any difference when the Time Machine Keeper was utilized, but it does make a difference. For example, if you know that, during your current turn, you will be doing something which may affect your Keepers in play, like, for example, Exchange Keepers, Share the Wealth, or Mix It All Up. If you anticipate using one of these Actions, you may want to make sure you utilize that Time Machine power before you might lose that Keeper.
The only possible danger is that you might forget to take your extra turn, if there’s a lot of time between your disposing of the Time Machine, and your extra turn after your current one. If you utilize it early to protect it, and then forget you did it, that’s just the risk you take.
The Batmobile (Batman Fluxx, discard)
The TARDIS (Doctor Who Fluxx, discard)
The Time Machine (Regular Show Fluxx, drawpile-insert)
The Guardian of Forever (Star Trek: TOS Fluxx, drawpile-insert)
The Orb (Star Trek: DS9 Fluxx, drawpile-insert)
Timeship Aeon (Star Trek: Voyager Fluxx, drawpile-insert)
Timeship Relativity (Star Trek: Voyager Fluxx, drawpile-insert)
The Atavachron (Archer Expansion for Trek Fluxxen, drawpile-insert)
Q: What happens if only Psychic Paper is in the discard pile, because you’ve just played, it, and the only card you can copy from someone’s hand is What Do You Want?
A: Remember that Actions do not technically go into the discard pile until completed, though many people simply put them there directly when they use them, that’s a shortcut – which doesn’t matter in most cases. However, there are plenty of weird edge cases like this one where it DOES matter that that’s how they work. If you are still executing Psychic Paper by looking in someone’s hand to find an Action, it is technically not in the discard pile yet, since you’re not done using it until you complete the copied card, in this case, What Do You Want.
So you play Psychic Paper, it waits, not yet in the discard pile, while you look at the people’s hands and find an Action to copy.
Sadly for you, there is NO discard pile, as Psychic Paper is not yet in it, so What Do You Want has no effect.
At that point, the Psychic Paper goes into the discard pile, a wasted play.
It’s not uncommon for a card to be played and have no effect at that time: for example, if you play Exchange Keepers (presumably because you were forced to) and nobody has anything to exchange. Of course, you could not know that your options from someone else’s hand would be so limited when you played the Psychic Paper. It’s just a risk you take in Fluxx.
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.
Q: If I use two different cards which get me an extra turn, do I get two extra turns? What if I use them again during my extra turns? Do I get even more extra turns?
A: This situation could arise in any deck (or combined decks) where you have two cards which can give extra turns. For example, in Doctor Who Fluxx you have the Surprise My Turn Next (MTN) and the TARDIS Keeper. In Star Trek: Voyager Fluxx, there are two Timeships each of which can give you an extra turn.
The wording on most of these cards reads “The maximum number of turns you can take in a row using this card is two.” Another way to say this is that, no matter how many times you play this card in a string of turns, you’re only going to get ONE EXTRA turn in a row before someone else gets to play.
So, if you manage to play two different “extra turn” cards on your turn, yes, you’re going to get to take two extra turns, for a total of three. If, on one of your extra turns, you then manage to re-play one or both of those cards, they’re not going to give you more extra turns.
If someone tries to argue that the extra turns gained from each card are not “in a row” from each other (“The first extra turn was from MTN, and the second one was from the TARDIS, and now the third one is from MTN, and the fourth one is from the TARDIS again…” we would respond that this is an overly narrow reading of the rule, and goes against the intention of the restriction.
We want to avoid the abuse of these cards where one player takes a ridiculous number of turns in a row. That’s just not fun for the other player/s, and we want everyone to have fun. Only ONE EXTRA turn per special card.
Q: Are Keeper/Creeper powers that say “on/during your turn…” only able to be used once when you first put the Keeper in play, or on every turn?
A: “On your turn” means every time your turn comes around (assuming favorable conditions apply).
Q: If I have a Goal which requires Creepers, and I’m playing with a deck that has duplicate Creepers do extras of one of the Creepers required prevent my win?
…for example, for the Goal Enemy Alliance that requires Romulans and Klingons, if I have both the TNG and TOS versions of the Romulans Creeper, does the second Romulans count as an extra Creeper which prevents my win, as mentioned in this FAQ? Or is it just more of what I need to win?
A: Since the Goal specifically mentions Romulans without specifying one of the other, they’re effectively identical, and both count towards the Goal and not against it, and it doesn’t matter that you have a superfluous one. It’s more like what’s described in this FAQ.
Q: If we have the War Doctor in our Doctor Who Fluxx deck, and he counts as Doctor 8.5, are Doctors 8 and 9 no longer consecutive?
A: Yes, that is correct. If you have the War Doctor in your deck, he comes between Doctors 8 and 9, sequentially, so those two Doctors on their own should not be considered consecutive in that case.
Q: The Master Creeper says that it can be given away to “the player that has The Doctor” but what if there are multiple players who have a Doctor in play?
A: The person with The Master can give that card away to any player with any Doctor in play.
Q: If my opponent has a Keeper in play which says “on/during your turn you may…” can I use that power on my turn, since it doesn’t specify who “you” are?
A: No. In order to use the powers of a Keeper or Creeper in play, it must be in your possession. “You/your” in this case refers to the owner of the card only.
Q: Can I trash someone else’s Doctor to get rid of my Dalek, instead of my own?
A: The Dalek says you can discard the Doctor from anywhere on the table. You’re not required to kill your own Doctor first, so, it makes the most sense, strategically, for your Dalek to target someone else’s Doctor.
Q: When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?
A: TLDR: Officially, no… BUT, when playing in any of our games which include interrupt cards which cancel a previous play (Surprise, Memo From Your Future Self, Stop Time) it’s good practice to play a little slower if you happen to be executing multiple plays, so that your opponents have plenty of time to play one of these cards, should they so desire.
Deliberately playing super-fast, “shotgunning” as one fan put it, is just rude, and, rather than avoiding arguments about interrupts, actually ends up causing them. So if you have someone who insists upon playing that way, feel free to implement a requirement of a full one-hippopotamus silent count between card plays. We think those worried about their second-to-last winning play being foiled by an interrupt will find that others are not as psychic as they feared. Read on…
So here’s a typical Surprise situation, which can cause a bit of controversy:
I recently won when the rules called for Play 2. I played my first card, a Keeper, and then a moment later I played a Goal card that caused me to win. My opponent then showed me that he had the Surprise card in his hand that could have stopped me from playing the Keeper, and we had a brief discussion about whether I should have left him more time to consider playing it.
In my opponent’s defense, I didn’t leave him much time to play his Surprise card that would have allowed him to take my Keeper for himself. In my defense, he didn’t really have any reason to play the Surprise card and take the Keeper – until he saw that my next play was the winning Goal.
So… are there guidelines on timing between playing consecutive cards?
Slapping them down so quickly that no one has a chance to do anything doesn’t seem entirely fair – but it also doesn’t seem strategic after playing a card to wait and look around at other players to see if they have any game response before playing the next card.
(Related question: A player doesn’t have to “announce” or “report” their play out loud, right? They can just play their cards and if other players aren’t paying attention, that’s the fault of the other players? We all want to have good sportsmanship, but you know how games can sometimes get, in terms of either other players not paying attention, or in terms of being very competitive!)
Here’s our response:
While we don’t have any official guidelines about exact timing of card plays, We recommend a slight pause between a two-card play like this when the active player knows it’s going to make them win. It’s rarely the case that the person with the Keeper-stopper will intuitively know that the necessary Goal is coming… until it gets there (or vice-versa: if they had the Goal-stopper, and you’d decided to play the Keeper last, they couldn’t know you’d have the winning Keeper to play after the innocuous Goal), so playing slow is often to your advantage, as the player who’s about to win.
In fact, playing casually, even pretending you don’t know what you want to play next, can be a great move. Playing slowly enough to allow a possible Surprise doesn’t have to mean broadcasting your impending win. (For example, looking significantly around the table as if expecting a challenge). Of course, announcing your your play is in no way required, but could even be part of your nonchalant act, depending on how you do it. (“Hmm… Well, there’s this Small Moon… and… let’s see… That’s No Moon, for the win!”)
That said, one often doesn’t have the presence of mind to think about deliberately hesitating. In real life, you’re usually just taking your play, and winning, at regular game speed.
Here is where the question is really about what your opponent was thinking, and they have to be honest about it: did it only occur to them to play the Surprise after you’d played the winning Goal? If you’d just accidentally played the Goal first, and then the Keeper, their Keeper-canceling Surprise would have gone through and prevented your win. But just as they couldn’t know your next play would be the end of the game, you couldn’t know they had a Surprise. For all you knew, they had the Goal-stopping Surprise, and it’s just chance which order you chose to play those two cards in. It’s not as though you deliberately played in such a way as to deliberately thwart a Surprise on your first play.
The thing to point out here is that, had you stopped playing after the Keeper, would it even have occurred to them to use the Surprise? Probably not, if they’re being honest. It’s extremely rare that one’s opponent is prescient or observant enough to realize that this play might be your second-to-last. People rarely want to squander a Surprise on the off-chance that your next play will be the winning one*. In the kind of situation you describe, the Surprise-having player usually just shrugs, and says “Darn! I had [the Surprise that would have prevented your second-to-last play], and I could have stopped that play, but it’s too late now… Oh well. Let’s deal again…”
Because, in the end, if they didn’t get that Surprise in after the applicable card, that’s the way it goes, and that’s the official ruling if people get – ahem – unruly.
*I mean, imagine it. If they’d canceled your Keeper before you’d played the winning Goal, your best reaction is probably simply to shrug as if mildly confused by such a powerful play, apparently for nothing, and make them feel like they just wasted their Surprise on a random Keeper play… heh heh. You don’t have to let them know they totally blocked your win. Meanwhile… you don’t have to get upset about missing that chance… it’s just Fluxx, and victory is snatched away at all the time in the course of any given game – usually completely by accident. Or you can let them know their spidey-senses were working, or congratulate them on how observant they are. It’s up to you.
Now let’s return to that “shotgunning” player who’s deliberately playing quickly so that nobody can slip a Surprise in on that penultimate play… It is, as the fan above pointed out, not entirely fair, and, moreover, it invites the argument “But you didn’t leave me enough time to play my Surprise!” If, on the other hand they had played it slowly, as described above, their opponent has no excuse to challenge the win, on the claim that they “were going to play a Surprise.” The opponent had plenty of time, but in the vast majority of cases, they won’t play the Surprise, because they have no idea what’s coming next. That’s part of the beauty of Fluxx!
Q: How should we treat the War Doctor with respect to the Blinovitch Limitation Effect?
A: The War Doctor should be considered Doctor 8.5.
Q: When I play a Keeper with a power or special ability, must that be invoked immediately?
A: No, you don’t HAVE to use it immediately. You MAY use it immediately if you want to, however.
Q: When I use a free power on a Keeper (or Creeper), is the Keeper destroyed?
A: Keeper powers do not usually destroy or take the Keeper out of play to use them – unless they specifically say they do.
A couple say you’ll have to pick the Keeper up and put it back in your hand when you use its power, and one or two say to insert the Keeper into the middle of the draw pile. Only a couple will cause destruction of the Keeper being used. In any case those requirements will all be specified on the Keeper in question.
Q: How does the Future Doctor work in Doctor Who Fluxx? What about the Regeneration Goal?
A: The Future Doctor is always exactly one higher than the highest numbered Doctor in the game (not the highest numbered Doctor in play, but the highest numbered one in the deck). So, for purposes of the Goal Regeneration, the Future Doctor consecutively follows the highest numbered Doctor in the game.
Imagine all the Doctors are waiting in a queue. The Future Doctor is always behind the last Doctor in line. So if Peter is the last Doctor in line, the Future Doctor is next in line behind Peter. And when Jodie joins the line, she’s behind Peter, and the Future Doctor is behind her.
Q: If My Turn Next is played (out of turn) in the same turn as someone discards the TARDIS, who gets the next turn, and do they both get extra turns?
…Player B starts turn, Player A puts down My Turn Next then. During their turn Player B discards their TARDIS in play for another turn. Who goes next, and do they both still get the extra turn?
A: They both get an extra turn, but, in this case, if there are only two players in the game, it’s going to look like nothing happens. If you’ve got more than just those two players in the game, the non-involved player/s will definitely notice that A and B got extra turns, no matter what order they went in!
So the order in which those extra turns play out depends on the order in which the extra-turn cards are invoked. Since Player A played My Turn Next before the TARDIS extra turn was invoked, the Surprise player gets the next turn… then the TARDIS discarder… then whoever was going to go next after that turn. If it’s only a two player game, that next person is Player A, which will feel like nothing happened. Otherwise, it’s whoever is usually after Player B, which may be Player C, D, etc…
In more detail for this situation:
(Presumably Player A’s turn was before this)
Player B starts turn
Player A plays My Turn Next
Player B discards the TARDIS, and does whatever else they may do on their turn
–> Player A gets their magical Surprise turn
–> Player B gets their TARDIS turn
The next player takes their turn.
If it’s a two-player game, Player A’s turn is next, and it will seem like nothing happened: (A), B, ->A, ->B, A… Though technically, those turns with arrows are extra, but since the two players continued to simply alternate, there’s no practical effect.
If there are more than two players, however, then (A) B, ->A, ->B, C, D, etc… and players C and D will notice that A and B got extra turns in there, out of order.
If, on the other hand, Player A played My Turn Next after Player B discarded their TARDIS, the turn order would go like this:
(Presumably Player A’s turn was before this)
Player B starts turn
Player B discards the TARDIS
Player A plays My Turn Next
–> Player B gets their TARDIS turn
–> Player A gets their magical Surprise turn
The next player takes their turn.
If it’s a two-player game, Player A’s turn is next, but the order will go like this: (A), B, ->B, ->A, A…
If more than two players, then (A) B, ->B, ->A, C, D, etc… Once again, players C and D will still notice the extra turns by A and B.
Q: If I play Draw 3, Play 2 of Them, and one of the cards I draw is something that lets me pull an Action from the discard, is Draw 3 Play 2 of them available in the discard pile? What about the unused third card?
A: The first answer is very easy: No. Draw 3, Play 2 of Them (D3P2) (or Draw 2 and Use ‘Em: D2UE, or Fizzbin) does not technically go in the discard pile until you are completely done executing everything on the card.
You also seem to be asking whether the card you don’t play from D3P2 is in the discard pile, available to pull out and with one of the other cards.
Technically, you should execute the instructions on D3P2 in the order stated: Play 2 of them, and [then] discard the last card. D2UE and Fizzbin don’t involve any discarded cards, so that point is moot where they’re concerned.
All other cards that you play in the process of executing these cards, however, go into the discard pile in the order they are used, and are available to be pulled and used by subsequent cards.
Cards which allow you to pull an Action from the discard pile are:
New Rule: Let’s Keep Doing That
Action: Let’s Do That Again
Action: Time Portal (which ends your turn immediately as soon as you use it)
Q: If I have Doctors 7 and 8, and another player has Doctors 3 and 4, and the Goal Regeneration comes up, who wins?
A: Sounds like a classic case of two people meeting the winning conditions at the same time.
On the rule sheet itself, at end of the first page in “Notes” is the ruling for ties:
“The game doesn’t end until there is a clear winner. If for some reason two of more players meet the winning conditions simultaneously, the game continues until a single winner emerges.”
So, for your situation, the answer is actually fairly simple: there were two players meeting winning conditions simultaneously, so keep playing until a clear winner emerges. Note that the “clear winner” need not be one of the two originally tied. It could happen that the game state changes, and someone else wins instead of either one of them.
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.
Q: For the Action Move a Creeper or Creeper Reassignment, what does “an/other” mean? Other than myself, or other than the person who had it?
A: To refresh, the wording varies slightly on Move a Creeper, depending on what version/expansion it’s in, but all versions have you move a Creeper in play to “another player” or “any other player.”
and Creeper Reassignment says pretty much the same thing, but adds “If it’s currently attached to a Keeper, detach it before moving the Creeper. You must attach it to an appropriate Keeper (if possible) after moving it.”
In both of these cases “other” means someone other than the person who had the Creeper to begin with. So, yes, if your opponent is the only one with a Creeper, and it’s a two-player game, and you’re forced to play this card, then – sorry – the only player you can move it to is yourself. Sometimes Fluxx is like that.
Variations on Move a Creeper which have wording which doesn’t require this clarification include:
Anatomy Fluxx: It’s Contagious
Dog Fluxx: Bark It Away!
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?
A: The clear answer is that if you decide to play one of these turn-ending Actions in the middle of a multi-part “set your hand aside” Action, 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/Fizzbin/Goal Bonanza.
They definitely don’t 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.
Of course, in the case of Fizzbin, you don’t get a choice as to the order of cards played, so you didn’t have an option about when to play the turn-ending card, so it’s just the luck of the draw. Also note that, while Goal Bonanza isn’t 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.
Here are the turn-ending Actions, and what would happen if they’re played as part of a “set your hand aside” Action.
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.
Clean Cup: Discard remaining cards in your temporary hand and everyone takes their hand, leaves their Keepers and Creepers, and moves to the seat next to them. Turn ends.
Swap Plays For Draws and Get On With It, and Just 1 More Thing, 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?