Fantasy Fluxx FAQ

If you don’t see your question answered among these, please email us at:
FAQ@looneylabs.com

Q: If my play is canceled by a Surprise, do I get to take a different play instead?

A: When someone counters your Play with a Surprise, no, you do not get to choose a different card to play. That play was canceled.

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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: 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.

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Q: In Fantasy Fluxx, can one move the Dragon any time one one’s turn, or does one have to play another card, like Exchange Keepers?

A: On your turn, you can just move the Dragon to someone else, and then trash a Keeper or a Creeper from anywhere on the table. You do not have to play any other card to use the Dragon’s power (to move it & trash something).

All Keeper powers are something you can do as a Free Action on your turn without having to use another card in your had. See When a Keeper/Creeper (or Rule) says I can do something if I discard or move something…

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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: Magic Ring and Invisibility Spell remain in your hand while in effect. What happens to them during Play All?

A: When those cards are returned to your hand and held outward, they are technically considered part of your hand; but they are also in a state of having Already Been Played. Therefore, Play All doesn’t affect them. In other words, you only Play All of the cards you have facing inwards.

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Q: Can I discard a Keeper for more than one benefit, if I there are multiple benefits mentioned on various cards?

… For example, in Fantasy Fluxx, the Dungeon says “You can discard this card if you discard the Trove of Treasure… from play”. The Trove of Treasure on the other hand says “During your turn, you may discard this to steal a Keeper”. Can I discard the Trove, steal a Keeper and get rid of the Dungeon at the same time?

A: Each benefit has it’s own cost, so: no, you can’t get multiple benefits from one cost.

In Star Trek: DS9 Fluxx, the Gold-Pressed Latinum works exactly the same way as the Treasure, and there are several Fluxxen which have more than one Creepers where you can get rid of it if you discard a Keeper – and it has to be a separate Keeper for each Creeper you want to get rid of. In DS9, the Jem’Hadar and the Founders; in Voyager Fluxx Species 8472 and the Krenim Timeship. In the upgrade pack for Firefly Fluxx, Hands of Blue, and Reavers.

The Jabberwock in Wonderland Fluxx also works this way, but it’s the only Creeper – but you can’t discard the Important Message for its benefit and use it to get rid of the Jabberwock.

See also: When a Keeper/Creeper (or Rule) says I can do something if I discard or move something, can I do that as a Free Action or…
And also: If a Creeper says I can get rid of it if I “discard a Keeper.” Does this mean voluntary discard…
And also: If I have a Keeper which says I get some benefit from discarding or moving it…

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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, 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: Can the Magic Sword in Fantasy Fluxx banish itself if it is Evil?

A: To refresh, in Fantasy Fluxx, the Magic Sword Keeper has the ability to move one Creeper away from you to another player. Evil is an Attaching Creeper which could be attached to the Magic Sword. Evil does not impair its Keeper, however (cause it to lose its special ability), so the Magic Sword could still be used to “banish” Evil. Since Attaching Creepers and the Keeper they’re attached to stay together unless otherwise noted, the Magic Sword would end being used to banish itself. Think of this as the player looking at the sword, realizing it’s evil, and yeeting it away from themselves.

Contrast this with the behavior of the Laser Sword in Star Fluxx, which can be used to destroy a Creeper. The Laser Sword can not destroy the Creeper attached to itself, because that would mean destroying itself. Picture the player picking up a laser sword and attempting to use the laser sword to strike itself. It’s just not possible.

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Q: If you are “wearing” the Magic Ring can another player take it by playing Steal Something?

A: Magic Ring? What Magic Ring? I don’t see any Keepers there at all!

Once you have “put on” the Ring by picking it up off the table and putting it back into your hand (facing out) all of your Keepers are “invisible” and cannot be interacted with.

But, more to the point, the Magic Ring is no longer in play (face up on the table). It’s in your hand. This means that, while one can’t use Steal a Keeper or Exchange Keepers to get it, note that someone could get it by Trading Hands with you.

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Q: If I have the Magic Ring face-out in my hand, do I have to give it away if someone Trades Hands with me?

A: This is specifically mentioned in the rulesheet in the Invisibility,”If you lose your hand, you lose Invisibility. If someone else gets those cards, the Ring or Spell is turned inward and must be replayed for them to gain Invisibility.”

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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: Do cards held backwards (face-out) in a player’s hand count towards the Hand Limit?

A: Though an Invisible player is still subject to Hand Limits, they don’t have to count the backwards cards towards the limit.

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Q: If you have the magic ring keeper and it is face out in your hand, can you put it down on the table, pick it up again, and have that count as your turn?

A: Playing the Ring to the table uses up one of your Plays, yes. Picking it up again to activate it by placing it face-out in your hand does not take up a play, and neither does turning it around again to face you, thus de-activating it, and returning it to your hand fully. From there it’s able to be re-played again, which would use up another of your official Plays.

So, yes, if you want to do that for as many Plays are allowed on your turn, just to burn up your turn without playing anything else, thus achieving the functional ability to “pass” on your turn, we’d have to admit that is allowed by the current wording of the card & rules.

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Q: If my Keepers are Invisible, they’re immune to cards like Exchange Keepers, or Mix It All Up. Does that mean I can’t play those cards myself?

A: While your Invisible Keepers are immune from such Actions from other people, you are allowed to play them yourself. After all, presumably YOU know where the item you’re exchanging is, even though it’s Invisible. By contrast, other players don’t even know your Keepers are there to be Exchanged with.

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Q: Is the ONLY way to discard the Dungeon by discarding the Treasure Trove or Magic Ring?

A: Those methods of getting rid of the Dungeon are in addition to the other standard ways one could get rid of Creepers: Fireball Spell, Creeper Sweeper, Trash Something – even Mix It All Up could potentially rid you of Creepers, though it’s not a sure thing.

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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?

A: No, the Surprise you draw via Mystery Play* cannot be used to stop the previous Canceling of your play. It’s far too late. Whatever card you played has been Canceled, and that’s that. With no Surprise available, you could not stop the Surprise, so you have moved on and taken your next game action: choosing to use Mystery Play.

Since choosing to use Mystery Play will always disrupt the immediacy required for a reactive Surprise play, any Surprise drawn via Mystery Play would have to be used for it’s in-turn function.

* Or any of its analogues below:
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: 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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If there is a Keeper Limit and I have a Bag of Holding and someone steals my bag of holding can they steal one of my other keepers before I go down to the keeper limit?

A: TLDR: no, they may not.

The loss of the Bag and your Keeper Limit adjustment are considered to happen simultaneously, so there’s no time between your losing the Bag, and your discarding down to the Limits.

In fact, to accurately represent this, technically _nothing_ should happen in the game until you’ve discarded down to the current Limits. The active player should wait to play their next card (Exchange/Steal a Keeper, maybe?) and they should wait to perform any Free Actions (City of Thieves, maybe?). None of that should proceed until you’re done discarding. (Frankly if they wanted to take one of your Keepers having the choice of your entire array, they should have done it before stealing the Bag of Holding. After all, they don’t have to discard down to the Keeper Limit until their turn is over anyhow.)

Of course, in reality, as long as they’re not going to do something to your Keepers, they could probably keep going with their turn while you figure out what to discard, but, since, in this case, it’s all about which Keepers you have available to steal… they’ve got to wait.

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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 I use That’s Mine (or Twist of Fate) out of turn to take a Keeper from my opponent, is there time for one of their attaching Creepers to attach to the Keeper I’m stealing, forcing me to take the Creeper as well?

A: Although the attachment of attaching Creepers is almost instantaneous (happening even before something like the Elder Sign or Necronomicon can protect itself from the Creeper) the intent of Surprises is to nullify the targeted card play as if it hadn’t happened, or, in the case of the Keeper-nullifier, as though you had played the Keeper directly to yourself instead of your opponent playing it to themselves.

“Out of Turn: When another player plays a Keeper, it goes in front of you instead of them…”

So, in this case, it’s as though the Keeper being hijacked would technically not hit the table in front of your opponent at all, and therefore it is not possible for any of their Creepers to attach (or be covered, in the case of the Elder Sign).

TLDR: If you Surprise a Keeper-play of someone with a Creeper that could accompany the Keeper, you are not forced to take the Creeper. You just get the Keeper.

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Q: Are Keeper/Creeper powers that say “On 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).

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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: If I do something that allows me to steal or swap a Creeper, can someone play the Surprise Not My/Your Problem to prevent me from getting the Creeper?

…Someone used “Steal Something” to take a Creeper, which would have allowed them to win. Another player used the Surprise Not Your Problem which works when someone “Draws or Receives” a Creeper. The first player argued that they didn’t “receive it,” they “took” it. We argued that nobody ever “Receives” a card, by the wording on every card it is just placed or put in front of you. So if “Steal Something” takes a card from one player and places it in front of you, you have received that card.

A: You are correct: when we say “draw or receive” a card, we are referring to any & all game actions, which could result in you gaining the card. This includes stealing it as well as being given it by another player or a randomizing game action. So, yes, Not My/Your Problem can be played to stop a player from gaining a particular Creeper.

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Q: If I play Keepers after I “put the Ring on” (by putting it face-out in my hand) are those Keepers invisible, or only the ones that were in play when I invoked the Ring?

A: We here at Looney Labs do not like what are called “memory conditions.” One should be able to look at the table and accurately see the state of things, even if one has left the room for a bit. If we had to remember which of your Keepers had been played before or after you “put the Ring on” and became Invisible, it would be highly annoying, and someone returning from a bathroom break would have no idea which of your Keepers were invisible or not.

So… as long as the Ring is face-out in your hand, all of your Keepers in play are Invisible. It doesn’t matter when they were played relative to the invocation of Ring’s power.

Think of it thematically this way: if you handed a box to Bilbo while he was wearing the One Ring, the box would become invisible, just like the clothes on his back.

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Q: Can I keep the Magic Ring on for as long as I like, and just stay invisible?

A: Yes.

Of course, you / your Keepers need to be visible to meet the Goal, but you can turn the Ring back around into your hand at any time.

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Q: When I move the Dragon to another player, does it have to be that player’s Keeper/Creeper that I discard?

A: No. You could move the Dragon to someone else, and discard a Creeper in front of you. Or give it to Player A, and trash Player B’s Keeper.

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Q: If I play Prepare to Die, and someone has the Magic Sword, does it go back into their hand, or into mine?

A: It goes into your hand.

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Q: How does Mix It All Up work if my Keepers are “invisible” due to the Invisibility Spell or Magic Ring?

A: If you are Invisible when the Keepers are Mixed Up, then it works the same way it would your Keepers didn’t exist (since that’s what it looks like to the other players). Thus, all other players’ Keepers and Creepers (plus your Creepers, since Invisibility only affects Keepers) would be shuffled and re-dealt, with the Keepers you then received instantly turning Invisible.

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Q: In Fantasy Fluxx, if Evil is attached to a Keeper which is Invisible, what happens when Mix It All Up is played?

…Mix It All Up detaches Attaching Creepers. That is clear enough from the card, but what if the Keeper is Invisible, but it has a Creeper attached (Evil is the only Attaching Creeper in Fantasy Fluxx, so we’re basically talking about just that)… Would they stick together and both “become visible” and go into the Mix? Would they be split? Or would they both be considered Invisible?

A: This is a tricky case, so I consulted with Andy. His ruling is that attachment to an Invisible Keeper renders the Evil Invisible as well, so it would not be included in the Mix. After all, as an Attaching Creeper, Evil is a modifier of the item as much as Invisibility. If a Keeper is Invisible, it doesn’t make sense that becoming Evil would suddenly render it visible again.

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Q: Does a Spellcaster allow to you put a Spell back in your hand any time it would normally go on the discard pile, or only if you’ve used it for one of its powers?

A: To refresh, if you use the one of the Spell Actions (Invisibility, Healing, or Fireball) while you have a Spellcaster in play, you can put the Spell back in your hand (face in) after use, instead of on the discard pile. However, this is NOT because the Spellcaster protects it from discard somehow. It’s merely meant to convey that having a Spellcaster lets you use a Spell again another time. For any other discard situation, it’s just discarded.

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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!

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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: If I attach a Creeper to a Keeper, can I change it to a different Keeper on a subsequent turn?

A: No, once you’ve attached an Attaching Creeper, it stays with that one unless something happens to separate them (discarding both, mixing up all Keepers & Creepers, or some card which specifically states that you can detach a Creeper). Sorry!

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Q: If a Goal requires a Keeper and Attaching Creeper, must it be attached to the Keeper on the Goal, or could it be attached to any of my Keepers?

… – For example: The Spock’s Beard Goal requires Spock and the Mirror Universe. If I had Spock, but the Mirror Universe is attached to Uhura, do I still win? Or does it have to be attached to Spock in order to win with that goal?

A: No, the Creeper does not have to be attached to the Keeper it goes with for the Goal.

This is sort of the corollary to this question: If my Attaching Creepers are not attached to the Keepers I need to win…

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Q: If I have the Computer (which lets me ignore limits) and someone takes it away or trashes it, do I then have to comply with the current limits?

A: Yup. The same would apply if you have the Batcomputer, or BMO which allow you to exceed the current limits by 1 (or “one” depending on how the card is worded).

The Computer exists both as a regular card in Star Fluxx, and as a promo card available to put in any Fluxx version (though they’re worded ever so slightly differently).

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Q: If I use an Action to take a Keeper out of the discard and play it, can that Keeper play be stopped and acquired by the counter-Keeper Surprise??

A: Yes. In these cases, since one is instructed to play the acquired Keeper, that acquisition can be intercepted with the counter-Keeper Surprise (That’s Mine!, Twist of Fate) which allows the intercepting player to gain the Keeper instead.

Decks that have Actions which let you pull a Keeper from the discard and play it are:
In Cthulhu Fluxx: Even Death May Die
In Fantasy Fluxx: Healing Spell

The following decks don’t natively have Surprises, but since Surprises could be added in, we list them here for completeness:
In Marvel Fluxx: We Thought You Were Dead!
In Olympus Fluxx: Charon Nixes Styx Tix
In Adventure Time Fluxx, Cartoon Network Fluxx, and Regular Show Fluxx: Toons Never Die

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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: Attaching Creepers say “both cards stay together until discarded.” Are there exceptions to this rule?

A: While one of the most obvious ways to get rid of a Creeper attached to one of your Keepers is to destroy them both (or move them both), there ARE ways that you can destroy the Creeper while still retaining the Keeper. The key things here are 1) explicit wording, and 2) thematic appropriateness.

In Star Fluxx*, the exceptions are the Doctor, who can cure Brain Parasites, and the Engineer*, who can fix a Malfunction. In both cases they detach the Creeper, and the Keeper is left, good as new. Creeper Reassignment also specifically states that you detach the Creeper to move it. In Cthulhu Fluxx, the Dreamer states that he can detach Nightmares and discard it. Meanwhile the Sanitarium logically can cure an afflicted Keeper of Nightmares or Insanity. In Anatomy Fluxx, special actions allow you to “cure” yourself.

Some examples where the Creepers DO stay attached would be, in Star Fluxx, the weapons Laser Sword and Laser Pistol, which, again, quite logically, destroy the Keeper in order to destroy the attached Creeper. And while the Phaser in Star Trek or TNG Fluxx targets just the Creeper, it doesn’t say anything about detaching the Keeper either, so if you use it to get rid of an attached Creeper, the Keeper it’s attached to will also be destroyed. The Teleporter will move a Keeper… and its attached Creeper. If a Keeper or Creeper goes into the trash, then it’s attached card goes along.

In Cthulhu Fluxx, The Feds are pretty much the equivalent, though they also destroy themselves in the process. The Necronomicon lets you move any Creeper… and says nothing about detaching it, so you’d have to move any attendant Keeper (and extra Creepers if more than one is attached).

Trash Something is the generic Action version of what the weapons allow you to do. You could trash a Keeper, and it’s Creeper will go along, or you could trash a Creeper, and it’s attached Keeper would go along. There’s no logical reason or explicit wording that lets you detach connected Creeper-Keeper combos for this Action.

*In various Star Trek Fluxxen, there are specific Engineer analogues: Scotty, Geordi, O’Brien that work the same way with respect to Malfunction.

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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?

A: If you are the active player, counter-Surprising does not use up one of your total plays for the turn. By the same token, however, this means you cannot use the Surprise for it’s function which would use a play. To wit:

You can only use a Surprise to do one of three things:

1) use it on your turn as a play, for it’s in-turn function
OR
2) Use it to Surprise another player,
2a) on another player’s turn to cancel a play
OR
2b) on your turn to counter their interruption of your own play (“counter-Surprise”)

You cannot do more than one of those things.

So if you’re using it to counter-Surprise on your turn (2b), you can’t also use it as one of your plays for it’s “in-turn” function (1).

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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: Are there any Surprises that can stop an act of Plundering?

A: No, none of the regular four Surprises can stop you from being Plundered, though you could stop someone from playing the Plunder Rule initially with Avast! (Veto!) you couldn’t do anything about it once it’s been in play for a while. Note that Plunder analogues include City of Thieves (Fantasy Fluxx, Adventure Time Fluxx), Crime Happens (Batman Fluxx), and Acquisition (Star Trek: TNG Fluxx, DS9 Fluxx).

There is, however a pirate-themed promo card we produced called Skullduggery, which does exactly that: it can stop a Plunder.

See also: Can you use the Skullduggery promo…

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

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

More broadly worded Surprises might prevent some of these, however. For example, Skullduggery, It’s A Trap and You Can’t Take This Guy From Me are designed more broadly, so that they can prevent “any game action” which can include the results of Action cards, Free Actions from Rule and Free Actions from Keepers or Creepers. The first two can be acquired in the More Surprises pack.

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

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Q: Can a Surprise be used to cancel a Hand Limit on your own turn?

…Example:
Player A plays a Hand Limit
Player B and C discard down to the hand limit
Player A plays Veto to cancel the Hand Limit for themselves.

Is this allowed?

A: Well, it all depends how Player A was trying to play the Veto. Every Surprise has two different instructions on it. One for when you’re using it to interrupt someone else’s play, and one for if you play it out of your own hand as a regular card on your turn.

First case (the out-of-turn function):

If Player A was trying to use the out-of-turn function to cancel the play of their own card, that’s not allowed. It’s their turn, so they can only use the in-turn function. See also: Can one ever use the out-of-turn function of a Surprise on their own turn?

Note that even if it were another person playing out-of-turn to cancel the card (let’s call them Player D) the Surprise should be played immediately after the card one wants to cancel: in the case of a Hand Limit, that would ideally be before anyone has discarded anything.

Moreover, even if everyone decided to cut imaginary Player D some slack about the timing, and they did let Player D play the Veto after some people had discarded, canceling the Rule would “prevent it from ever taking effect” and everyone would get to take all their cards back as though the Hand Limit had never been played. Long story short: you can’t Veto a rule just for you. The Rule applies to everyone, so when you Veto it, it’s Vetoed for everyone.

Second case (the in-turn function):

If Player A still had a play left on their turn after playing the Hand Limit, they could simply play the Veto for its in-turn function. What it does in this case is let them “discard [their] choice of up to 2 New Rules currently in play”. The Rules discarded don’t even have to be ones that were recently played.

In this case, those rules are not being “canceled” without ever having taken effect, they’re just being discarded. The Rules were played, they took effect for as long as they were in play, and then they were discarded. So if Player A did that, they could simply trash the Hand Limit before their turn ends, thereby avoiding having to discard down at all. Of course, this uses up one of their plays for their turn.

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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?

A: No. Surprises can only be played for an out-of-turn effect when there is an effect to be had. You can’t just play a Surprise for no effect just to burn it.

When used for their in-turn effect, of course, they behave much the same way as Actions, and, as such, may or may not have an effect.

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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: If multiple Surprises are canceled by each other, how do you figure out what happens in the end?

Example:
Player A uses That’s Mine for its in-turn function to steal a Keeper from Player B
Player B uses It’s A Trap! to cancel the steal, and instead steal from Player A
Player A uses Canceled plans to cancel It’s A Trap, since Surprises can cancel Surprises.

Does the original steal go through? Player B argued that there was no steal in either direction, as both That’s Mine and It’s A Trap had been canceled by subsequent Surprises.

A: The short answer is that That’s Mine is carried out for it’s in-turn function for the Keeper steal.

The long answer:

  • That’s Mine is played in turn: Keeper is stolen
  • It’s A Trap is played out of turn by victim: That’s Mine is negated and the Keeper steal is reversed
  • Cancelled plans negates It’s a Trap, which had previously been reversing the Keeper steal and negating That’s Mine. This leaves That’s Mine un-negated to steal the Keeper as originally played

It’s not that cards just get put on the discard pile, covered and they’re gone. Think of each card as going into a “being played” area only into the discard pile when they are done being used, or when negated for good. There was sort of a little wrestling match out there in the “being played” area between all the Surprises, and It’s A Trap lost.

Here is a generic version of what a battle like this could look like. It can continue until you run out of Surprises. Keep in mind that it’s totally possible and allowed for some other player, for example, Player C, to jump in on either side, potentially confusing the toggle state of the original play. If things come to this, it may be very important to keep track of the original play being canceled, perhaps putting it in the middle and flipping it over to indicate which state it is in: effective, vs canceled.

  • A plays some card X.
  • B plays Surprise 1, canceling X.
  • A cancels surprise 1 with Surprise 2, so X is in effect again.
  • B cancels surprise 2 with Surprise 3, so Surprise 1 goes through, and X is canceled again.

and so forth. If there were more, it would look like this:

  • A cancels surprise 3 with Surprise 4, so Surprise 2 goes through, canceling Surprise 1, so X happens.
  • B cancels surprise 4 with Surprise 5, so Surprise 3 goes through, canceling Surprise 2, so Surprise 1 is in effect again, so X is canceled.

So far, the maximum number of Surprises in a version is 6, in Batman Fluxx, but here’s the page where we would update that info:
Complexity Factors for Fluxx editions

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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: Does Evil cause the Keeper that it’s attached to not to work?

A: No. (If that were the case, the card would say so.)

Thematically, it actually works quite well, sometimes BETTER if the Keeper is Evil. I think if you were using the Dark Side of the Unseen Force you’d be even more likely to mess with people’s heads. If you were a Bad Guy Space Captain it would totally be in character for you to shanghai other people’s Crew Members. And just because you’re an Evil Engineer doesn’t mean you can’t fix that Malfunctioning Robot – I mean, it might be your Killer Death Robot! You could be an Evil Doctor seeking to eradicate the peaceful Brain Parasite species. See, it totally works.

Evil also occurs in Fantasy Fluxx, where it is the only Attaching Creeper. Again, there’s no reason why it should cause anything to not work. The Magic Wand still turns any non-magical being into a Spellcaster, whether Evil is attached to the Person or the Wand, it makes no difference. There really aren’t any thematic reasons it should impair the Keeper either: there are plenty of Evil Spellcasters in the literature, evil Magic Rings (the most famous one does, in fact, turn one invisible, no less!) Evil Dragons, Evil Pirates, and so forth. Sadly, Evil is versatile, and seems to “work” with everything…

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Q: If you play a Keeper/Item that lets you take another Keeper/Item, can you immediately use that power to take the target card?

For example, in Star Fluxx, can you get the Captain and immediately use him to take the Scientist. Can you then immediately use the Scientist’s special power to steal, say, the Energy Crystals?

In Firefly Fluxx, can you use Zoe to take Wash, then Wash to steal Serenity, then Serenity to get Stolen Goods?

In the Back to the Future Card Game, can you play the Dust Jacket, and immediately use it to steal the Almanac?

A: Yes, you can chain Keeper/Item stealing-powers like this. It is a thing that can happen. While some feel this is overpowered, we don’t feel that it breaks the game, though. Not all of the cards are always out at the same time, and, of course, sometimes you might get screwed over mid-chain by the Surprise It’s A Trap (in Star Fluxx), or You Can’t Take This Guy From Me (in Firefly Fluxx). In the Back to the Future Card Game, of course, there’s only one Item that lets you steal another in this way.

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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: Is the third Surprise function (countering another Surprise) limited to in-turn or out-of-turn play?

A: You can use the counter-Surprise function at any time, either during someone else’s turn or your own. Here are some basic examples:

On your own turn:
Someone cancels one of your plays with a Surprise. You play a Surprise to counter their Surprise. Note: although it is your turn, this does not count as one of your Plays.

On someone else’s turn:
They play a Surprise for the in-turn function. You play a Suprise to counter it.

On someone else’s turn:
They play a card. You cancel it with the appropriate Surprise. They counter-Surprise you. You counter-Surprise them!

On someone else’s turn:
Player A plays a card. Player B cancels it with a Surprise. You decide to counter Player B’s Surprise, for whatever reason motivates you.
(In other words, if there is a Surprise/counter-Surprise “battle” going on between two other players, as described in the previous example, you can jump in at any time on either players “side”.)

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Q: Do the cards you draw with the No-Hand Bonus count towards your Draw for that turn?

If I qualify for drawing three cards because of the No-Hand Bonus, and the Draw rule is five, do I draw a total of five cards or eight?

A: The No-Hand Bonus states: “Draw a new hand of 3 cards BEFORE observing the current draw rule” (emphasis added). Your drawing 3 cards is considered a “pre-turn action”: these cards essentially make up a “new hand” which simulates you having had a hand BEFORE starting your turn. Then you observe the current draw rule, which says draw 5 cards.

So you draw a total of eight cards in this case.

Secondary Q: So if I increase the Draw rule from Draw 2 to Draw 4 on my turn, do I still get to draw an extra 2 cards? One of my opponents argued that I had already drawn 5 for the Bonus plus the Draw 2, so I couldn’t draw more when I increased the Draw rule.

A: Since the cards drawn for the No-Hand bonus are separate from those drawn because of the Draw rule in play, and don’t count towards the number of cards drawn for your turn, YES, you get to draw two more cards when you increase the Draw from 2 to 4.

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Q: Can you use the Skullduggery promo card to cancel a Plunder – not on the Rule itself, but on a single act of Plundering?

Or to cancel City Of Thieves in Adventure Time Fluxx, or Fantasy Fluxx, or Crime Happens in Batman Fluxx, or Acquisition in Star Trek: TNG Fluxx

A: Yes.

(Note that if you stop Acquisition from happening, you don’t get to take a card from the Acquiring players hand either. The entire card play is canceled.)

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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: If my attaching Creepers are not attached to the Keepers I need to win, 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: What does it mean when a card says its action is a “free play” or a “free action”?

Does it count as one of your plays for your turn to do this thing?

A: No. That’s the whole point of it being “free”. It does not use one of your plays. Depending on the game we’re talking about (there are cards like this in Chrononauts and Back To The Future, in addition to many in Fluxx editions), you might only be getting one play per turn, and whatever this thing does won’t use up your play for the turn.

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Q: Do Surprises work any differently in a two-player game than they do in a game with more people?

A: There is no reason Surprises would work any differently depending on the number of players. Surprises always counter Surprises in full, no matter what the function of the Surprises in question.

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Q: Can one ever use the out-of-turn function of a Surprise during one’s own turn?

A: If you use the Surprise card as one of your plays during your turn, then you must use the “during your turn” functions. The “out of turn” functions almost always cancel some other card play, and it is not allowed to cancel your own play with your own Surprise. Thematically, consider this: it’s hard to really call it a “surprise” if you’re doing it to yourself in this manner.

The only time when you might not use the “during your turn” on your turn is when you’re using a Surprise to counter a Surprise played by another player against you during your turn.

See Does countering a Surprise on my turn count as…

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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?

Also, could I use a Surprise that was part of the subturn to cancel the attacking Surprise, and if so would that count as one of the plays?

Example:
Player #1 plays “Draw 3, Play 2 Of Them” and gets an Action, a Keeper, and a Surprise.
They play their Action and Player #2 plays Belay That [Avast, Stop That] to cancel it.
–> can Player #1 use the Surprise in their mini-hand to cancel that Surprise,
–> and if so do they still get to play their Keeper afterwards?

A: Yes, you can use a Surprise from your main hand, or from your sub-hand, to cancel another player’s Surprise during your Draw 3, Play 2 Action. Playing a Surprise to cancel a Surprise is a free action, so yes, you would get to play the third card if your second card is a Surprise that you use to counter a Surprise being used to stop your first card.

Using Goal Bonanza also results in the play of a “sub-hand” while the rest of your hand is put aside, and the same things would apply there as well. Yes, you can counter-Surprise from either your main hand or your sub-hand.

In the case of Fizzbin, you don’t have the option of using any of the cards in your temporary hand, you have to play them blind, in random order, so any Surprises that are in that temporary hand won’t be useful to you – but you can still use Surprises in your set-aside hand to counter Surprises played against cards played as part of your Fizzbin action.

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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?

In this scenario Player #1 has the Trade Hands and Stop That, and Player #2 is being forced to trade hands.

A: No. If the surprise were in Player #2’s hand, then Player#2 could use it to stop the Action, but if the surprise is in Player #1’s hand, then Player #2 does not have access to the card until after the Trade Hands Action has been resolved, by which time it’s too late to be stopped.

If you think about it too hard, you’ll realize it can ONLY work this way. If it worked the way you described there would be a paradoxical loop:

You used the Stop That you received in Trade Hands to stop Trade Hands, so you didn’t trade hands, so you didn’t have the Stop That, so you couldn’t use it, so you traded hands, but then you had the Stop That, and you used it to prevent the Trade Hands, but then you didn’t have it, didn’t use it, but then you traded and had it…

…and so forth to insanity.

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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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