Fluxx Promo Cards

Also be sure to check out All Fluxx FAQ for more general questions. If you don’t see your question answered among these, please email us at:
FAQ@looneylabs.com

Q: If my opponent has a Keeper in play which says “On 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.

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Q: I already have the Saffron Pack, and I got the Firefly Upgrade. Should I leave the Saffron cards in, or replace them with the Yolanda cards?

A: It’s up to you whether you want to have that many of her floating around under different names. You could replace the Saffron-based cards, and just play with Yolanda, or vice-versa, or keep them both. We will be coming out with a single Bridget card which says “counts as either Saffron or Yolanda” but that will just be at our webstore, for completists.

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Q: Can I pay Looney Labs to make me a bunch of custom promo cards for my fabulous event (like my wedding)?

A: Unfortunately, producing custom one-off cards is not a business we’d like to get into. That said, many people have used Fluxx (or one of our other games) to propose marriage, or enhance their wedding or other event. Most of these have simply been hand drawn or otherwise created by the involved parties themselves. We have done hand-drawn cards once for a wedding proposal (with Nanofictionary, in this case), but note that these were really not appreciably better than what you might created yourself or get a local friend to do: we simply used blanxx (or blanks) and drew on them with a fine-tip sharpie.

Sorry it’s simply not feasible for us to make custom promo cards a part of our business model!

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Q: Does Goal Mill allow one to discard UnGoals along with Goals from one’s hand?

A: Yes, as UnGoals say on them “This card is treated like a Goal,” you would be able to discard UnGoals along with Goals if utilizing the power of Goal Mill.

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Q: If Dice Override is in play, and someone has the Lucky Charm, does Play 4 get increased to Play All, since that’s the only higher face on that die?

A: To review, the Lucky Charm Keeper says:
“Whenever you roll, and don’t get doubles, the lower value result is increased by one.”

Since the Draw die includes numbers as high as 5 and 6, while the Play die maxes out numerically at 4, it’s quite likely that Lucky Charm might cause a Play 4 roll to be increased. Lucky Charm does not reference the actual die configuration, it only mentions the values, and tells you to do math on them, so it’s not as though you’re literally changing the die roll to the next highest available (Play All) you’re merely adding one to your roll, making Play 4 become Play 5.

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Q: On the card Press Your Luck, it says to “reveal” cards. Does this mean I have to show them to the other players?

A: Yes, you have to show them to everyone as you draw them. That’s to keep players honest – otherwise you could just draw a bunch of cards and keep them, without the accountability of having to stop when you get to a Keeper or Creeper.

So you’d flip those face up into a pile until you decide to stop and take the pile into your hand… or until you draw a Keeper or Creeper, in which case you’d play that in front of you, and put the pile of previously drawn cards into the discard.

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Q: Is the Two-Face Creeper supposed to give you an advantage when using the Two-Face Flip promo card?

The Two-Face Flip promo card says that if you have the Two-Face Creeper, you get to take the best two out of three coin flips, instead of just one coin flip. Mathematically, however, those both give you the same 50/50 chance of a win.

A: Yes, having the Two-Face Creeper is intended to give you an advantage in the coin flip.

You get to flip the coin, and if you win on the first flip, great! You don’t have to keep flipping and risk two failures.
If you lose the first coin flip, however, you get to claim best two out of three, getting an extra chance to win by getting the next two coin flips correct.

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Q: How do Creepers and Marceline interact with the Ancient Psychic Tandem War Elephant promo?

We were playing with this deck tonight and I used the bonus card Ancient Psychic Tandem War Elephant (APTWE). The APTWE says “If any two players each have a Keeper needed to win by the current Goal, the game ends with both players being the winners. If not, draw 2 cards.” I had one Keeper for the Goal and my wife had the other Keeper, along with the Marceline Keeper that says “Creepers do not prevent you from winning.” We both had Creepers in front of us.

I said we both won as Marceline negates the Creepers played. My son says only my wife did because she had the card and it only applies to her.

A: Well, we debated for quite a while about this. We could see either of these arguments making sense, but in the end, we came to the same conclusion you did (you both win because Marceline negates Creepers). Keep in mind, however, that if Marceline was not in play, and only one of you had a Creeper, neither of you would win. It’s all or nothing with the APTWE.

The way we see it is that the two players are essentially merging into one, à la the two-headed elephant of the card title. So their Keeper set merges, and so do their Creepers. So, for example, if only one player had a Creeper, and the other one didn’t, their sets would be psychically merged, and it would be as if they were one two-headed player… who had a Creeper preventing the win. So one player’s Creeper would prevent both people from winning.

However, the same is true of Marceline’s power: when the players Keeper/Creeper sets merge, her power now extends to both people, so she neutralizes Creepers for the joined set which can then win, no matter who originally had Creepers.

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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: When using Zap A Card in Fluxx, can I take cards out of the discard pile?

A: No. The card says you can take any card “in play” on the table. That includes: the current Goal, any current Rule (not the Basic Rules, of course), or any Keeper or Creeper in front of any player. Note, of course, that Creepers cannot be held in your hand, so they go back into play in front of you if you steal them from someone else, instead of going into your hand.

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Q: What happens if an UnGoal is fulfilled but the promo card The Traitor is in play?

…There are a couple of different outcomes when an UnGoal is fulfilled. The standard result is that everyone loses, however, there are a few cases where someone can win with an UnGoal. The question is, does the Traitor get to “steal the win” in any of these cases?

A: Lucky for us, The Traitor card only mentions Goals, not UnGoals, so having The Traitor in play does not do anything special in the case of a game ending due to an UnGoal:

• If everyone loses, the person with the Traitor loses as well: though “Evil wins” it was due to an UnGoal and not a Goal.
• If the person who has he Traitor wins because of the UnGoal, they simply win, since it only prevents victory by Goal, not UnGoal.
• If some other player wins because of the UnGoal, they simply win, because the Traitor can only steal wins achieved through a Goal.

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Q: When a card “counts as” more than one other thing, does the person who owns it get to decide what it is at any given moment?

The promo card Fruitcake says it counts as either a Dessert, or the Gift. If Clear The Table is played, can it count as The Gift, and not be cleared? Open A Gift says that if The Gift is in play anywhere, each player may, on their turn draw and play the top card of the draw pile. Can The Fruitcake be declared to count as a Dessert only sometimes, to deprive other players of that option?

A: No, the player who owns a Keeper which can mimic more than one other Keepers does not get to choose when that card counts as one thing or the other. It has all applicable properties at all times – but it can never be more than one item at a time for purposes of meeting Goals. So the Fruitcake will always be swept from the table with all of the other foods when Clear The Table is played AND, if in play, it makes Open A Gift available to all players.

Disclaimer: All Fluxx cards, particularly promos, may have wording which is very specific to their situation, so it can be difficult to infer exactly how one card should or can be used by looking at other cards – so read each one carefully for its exact usage. Check FAQ on the Librarian, the Computer promo, the Android Doctor, the Animator, and others for more info.

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Q: If I have the Seer promo in play, and someone else plays the Werewolf promo, can they immediately trash my Seer and give me the Werewolf?

…or can I choose to use the power of the Seer to discard it and the Werewolf as well?

A: No, unfortunately, you can’t use the power of the Seer to kill a Werewolf unless it’s your turn, and, yes, your opponent can kill your Seer as soon as they put the Werewolf into play. That’s the risk the Seer takes in being “out” visible on the table. As in the game Are You A Werewolf, if the Seer is known, they are generally the first target of the Werewolves. The strategic thing to do, then, would be to hold the Seer unplayed, if you can, until after the Werewolf is on the table…

Note: These two cards were Kickstarter exclusives when we produced our Deluxe version of Are You A Werewolf.

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Q: How does the Lucky Charm card in Fluxx Dice work when you roll Play All or Play All -1?

A: As might be obvious, they can never be a part of a roll of “doubles”. When you roll either of these you can treat “All” as potentially infinity, such that the Draw roll is always the smaller number if they come up. Thus “Draw 6, Play All -1” becomes “Draw 7, Play All -1” with the Lucky Charm.

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Q: When the Dice Override Rule goes out of play, do the Lucky Charm and Bad Luck cards cease to have any effect?

A: Yes. If the Dice Override Rule is not in play, the Lucky Charm is just a piece of breakfast cereal.

Likewise, you can’t have Bad Luck on your rolls if you’re not rolling dice. Note that this Creeper does not prevent you from winning if you have it.

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Q: When I use Zap A Card on a Creeper, do I get to put it in my hand, then play it and draw to replace it?

A: Not quite. If you Zap a Creeper, you would simply then place it in front of you. You don’t get to draw anything.

The reason the Creeper card includes the words “then draw to replace” is that if you draw a Creeper, it goes down in front of you, and that doesn’t count as one of your draws (or one of your plays) so you still have a draw left, which you get to execute. Or if you were dealt a Creeper at the beginning of the game, it needs to go down in front of you, and you need to replace the card missing from your initial hand, since you should not start the game with a smaller hand than everyone else.

If you gain a Creeper any other way, you just gain it. It cannot ever really go into your hand, so it goes directly into play. If you choose to Zap a Creeper, you just get that Creeper. The reason is that Zap isn’t meant to give you an extra card in your hand so much as it is meant to give you whatever card you Zapped. So it’s not like you somehow missed out on the card Zap was intended to give you, such that you need to draw to “replace” anything.

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Q: What happens if I Zap a Creeper attached to a Keeper? Or Zap a Keeper with a Creeper attached?

A: The Creeper and Keeper stay attached together until something separates them. So they would go to you, and attempt to go into your hand, which would separate them, since a Creeper cannot be held in your hand. So you’d end up with the Keeper in your hand, and the Creeper on the table in front of you, which will immediately attach to a Keeper, if possible (some can attach to any Keeper, some only to certain types.)

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Q: When using a card that moves when the Goal is changed, what happens when you add a second Goal for Double Agenda? What about when it goes away?

A: For cards like the Radioactive Potato or Larry the Zombie, we would rule that the Goal, as a set, has been changed if you:

• Go from zero Goals to one
• Change one Goal out for another
• Go from one Goal to two
• Change one of the two Goals
• Go from two Goals to one
• Go from one goal to zero

All of these things would be considered a change in the Goal. The cards that could make that last situation happen may not be in Zombie Fluxx or Fluxx 4.0, but there is at least one card out there that can make that happen.

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Q: We’re confused about how many extra cards we get to draw with Cartoon Talk under different circumstances.

A: This card is similar to some other cards we have, like Talk Like A Martian (promo for Martian Fluxx), Outrageous Accent (in Monty Python Fluxx), or Talk Like A Pirate (Pirate Fluxx). All of them work in the following way, to reward which ever kind of out-of-the-ordinary speech they describe.

On the first turn this card is in play for you, if you talk like a cartoon character, you can draw 1 extra card.

If you drop character and start talking like your normal self while everyone else takes their turn, then talk like a cartoon character again on your next turn, you get the same bonus as before: 1 extra card draw.

If, on the other hand, you talk like a cartoon character the entire time in between your turns (or don’t talk at all), then when your next turn comes around, you get to draw 2 extra cards when you talk like a cartoon character on your turn again.

Basically, if you stay in character in between turns, then you get the 2 card bonus if you keep it up on subsequent turns. If you stop talking like a cartoon character between turns, then talk like a cartoon character on your next turn, you get to draw 1 extra card.

Like all New Rule cards, it just stays out until it is trashed for some reason.

Just ask yourself when it gets to your turn:
Am I talking like a cartoon character now?
yes? = draw an extra card.
Did I talk like a cartoon character on my last turn, and keep it up until this turn rolled around so I’m still talking like a cartoon character?
yes? = draw a second extra card.

The maximum number of extra cards you will draw because of this Rule is 2.

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Q: Are there any Surprises in the Pirate Fluxx deck that can stop an act of Plundering?

A: No, none of the regular four Suprises in Pirate Fluxx can stop you from being Plundered, though you could stop someone from playing the Plunder Rule initially with Avast! you couldn’t do anything about it once it’s been in play for a while.

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

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Q: Do Play All But 1 and Hand Limit 0 conflict? What do I do at the end of my turn if both are in play?

A: This situation should not cause any problems. You play cards until you have only one card left in your hand. At that point your turn is over, and you must comply with the Hand Limit, so you discard that one card left in your hand so that your hand has zero cards.

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Q: When a person plays the Hastur card, do they have to tell the other players what the forbidden word is?

… or do they just write it down on a slip of paper, and reveal it when someone says it?

A: Yes, the player has to TELL the other players what the forbidden word is. If we wanted you to keep it hidden from the other players, write it down, reveal it at the moment invoked, we definitely would have put that in the instructions very explicitly. We feel that would be rather harsh to play it without telling people what they’re not allowed to say — more punitive and less fun, by far.

We feel the fun lies not in suddenly siccing it on some unsuspecting player, but in watching everyone speak in circles trying to avoid the word you’ve designated, and catching them when they’ve messed up… and know it.

Feel free to pick a ridiculously common word, however!
Suggestions: “you” “your” “turn” “card” “it’s” “the”… you get the picture…

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Q: On the Seer promo from the Deluxe Werewolf Kickstarter, does the “once on your turn” restriction apply to the Werewolf elimination ability, or can you do that at any time?

…If the Seer is out, and someone draws the Werewolf, it seems like they could immediately destroy the Seer. Can the Seer utilize it’s power at any time to destroy the Werewolf first?

A: Doing things “at any time” or “out of turn” are the exceptions, and you should assume that most extra abilities can be used only on your turn, unless it’s specifically stated that you can do them at any time. The restriction applies to the entire sentence: you may perform either one of the abilities (but not both) once, during your own turn.

Regarding the scenario where the Werewolf jumps the Seer as soon as he comes into play: Unfortunately, that’s the risk the Seer takes in being “out” visible on the table. As in the game Are You A Werewolf, if the Seer is known, they are generally the first target of the Werewolves. The strategic thing to do, then, would be to hold the Seer unplayed, if you can, until after the Werewolf is on the table…

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Q: What the heck is this “MetaRule” thing sometimes mentioned? I’ve never seen one…

A: Only a few MetaRules occur in the entire Fluxx system. Here’s how they work: a MetaRule is like a standing house rule that all players can decide to use for the duration of the entire game. These have an orange stripe, and the Basic Rules card that comes with every deck was deemed to fall in this category. Usually only one or two would ever be included in a given deck, since they essentially represent alternate ways the game can be played. Here is a run-down of those that have ever actually existed.

Rules Escalation (early printings of Fluxx 4.0): Increases Basic Rules Draw & Play # when the discard pile is shuffled
No Creepers (later printings of Fluxx 4.0): Designates a game played without the four Creepers in the deck
Time Limit (Martian Fluxx): Play until a hidden timer runs out, and see who’s closest to winning
Cult Clash (Cthulhu Fluxx): Specifies a definitive winner for Cthulhu Fluxx if an Ungoal ends the game (good for tournaments)
Fluxx Dice (Fluxx Dice expansion): Starts the game with the Dice Override Rule in play as the default state
Plan B (Math Fluxx): Requires there be one form of mathematical win available at all times
Plan C (Math Fluxx): Makes all forms of mathematical wins available at all times as the ONLY way to win the game.

You might have heard of a handful of others because when Andy invented the card type, he discussed it in one of his blog posts, where he proposed some possible sample MetaRules, which were shown as graphics, but have never actually been printed.

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Q: Does Fluxx Dice have enough room to store the dice and a full Fluxx deck?

A: Well, the Fluxx Dice box is the exact same size as all our other deck boxes, but instead of the cardstock two-deck separator, it has a plastic tray to hold a single card stack. So if you’re wanting to combine a deck PLUS the dice, the real question is whether a regular deck box has enough room to add the dice, since it’s more practical to add the dice and couple of cards to a box with the appropriate insert to fit two card stacks.

So we went and tested this. The dice are a bit larger than your average D6, but if you pile the deck so that one side of the box is as full as it will go, leaving just a few cards in the other half, there is enough height there to hold the dice on top of the smaller pile. Basically, yes, it’s possible, you just have to adjust the heights of the card stacks to make room on one side for the dice.

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Q: Does Inflation (aka X=X+1) affect the numbers shown on Fluxx Dice?

A: Yes, Inflation would apply to numerals seen on the dice just as they do on the cards.

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Q: For Rock-Paper-Scissors Showdown, do we throw three times, and if it’s a tie then nobody loses cards?

Or do we keep throwing until someone has won two out of three? If Inflation is in play, do we need to play four rounds? What happens if there’s a tie in that case?

A: You keep playing games until someone has 2 out of 3 wins. Just re-throw ties: since they don’t result in a player gaining a win, they don’t count towards the number of games played.

If Inflation is in effect, you would indeed need to play 4 games instead of 3. If that turns out 2-2, keep playing until someone gets one more win. Like “sudden death” in an overtime tie situation: whoever scores first wins. Essentially, you’ll have to play until one player gets 3 wins, instead of just 2 as for the non-inflated tournament.

In either of these cases, there is no situation where no-one loses cards (unless, I suppose, someone didn’t have cards to lose in the first place). Perhaps it’s clearer to say: there is no such thing as a tie in this tournament; no situation where there is not a winner and loser.

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Q: Can I claim victory with The Traitor promo card even if I have other Creepers?

A: When The Traitor is in play, that player is the only person who can win, since if anyone besides them wins, they steal the win. But if that person has other Creepers in play as well, then nobody can win. PLEASE! Somebody trash The Traitor already!

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Q: How does The Traitor interact with Silver Lining (or other Rules that let you ignore Creepers)?

A: When The Traitor is in play, that player is the only person who can win, since if anyone besides them wins, they steal the win. Normally, since it’s a Creeper itself, it means that they can’t actually meet the win conditions themselves, because The Traitor prevents the win. However, with Silver Lining in play, all this means is that, in addition to being able to win when someone else meets the Goal conditions, you can also meet the Goal conditions to win under your own power. It still pretty much sucks for everyone besides the person with The Traitor in play.

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Q: For Cartoon Talk (or Talk Like A Martian), can one just make any funny voice and say it’s some sort of cartoon character?

A family member thought they were able to just do a cowboy voice and say “I’m sure some cartoon character speaks like this.”

A: That’s a tricky question, but we would say the bonus applies as long as the player is using a voice that is clearly not their normal voice, even if they can’t actually name a cartoon character who uses such a voice. I agree with your concern, but I would still give them the benefit of the doubt, since there have indeed been many cartoon cowboys. Consider: if someone did a Mickey Mouse voice but for some reason just couldn’t remember the name of the character, you’d still accept it, right?

The spirit of the rule is to speak with a voice that isn’t your own, not to perform recognizable voice impersonations, and in this case I think a good enough effort was being made.

This would also apply to the Martian Fluxx themed promo card Talk Like A Martian.

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Q: The Meta Rule says these are played at the beginning of a game. Do you pull those out and deal separately?

A: You may notice that Meta-Rules have different backs from the rest of the cards. They are meant to not be shuffled into the deck at all, and the different back facilitates finding and pulling them if you accidentally shuffle them in. You just decide at the beginning of the game whether you want to play by those permanent rules or not. It’s like they are a house rule which all players decide on before starting.

This page has a short list and descriptions of all the MetaRules, with a little commentary.

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Q: When using the Fluxx card Zap A Card as the repeating action with the Rule Let’s Keep Doing that, what happens if you zap Zap A Card?

A: The answer is that when you pick an Action card to go onto Let’s Keep Doing that, it’s like they become grafted together, so you can’t do anything to one without affecting the other. In this case the Action is really just a reminder, sort of a “shadow card” that indicates the current power of Let’s Keep Doing that, which is the Rule which is actually in play, and the Action is not considered to really be “in play”.

So we would rule that you can’t actually zap Zap A Card, you could only zap Let’s Keep Doing That. When you zap Let’s Keep Doing That, the applicable Action would go in the discard pile, and, as per the Zap A Card instructions, the Rule would go into your hand.

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Q: Play All but 1 seems broken with Inflation.

…As written on my deck, Play All But 1 reads “Play all but 1 of your cards. If you started with no cards in your hand and only drew one, draw
an extra card.” This means that if my Draw 1 was Inflated to Draw 2, then I don’t get to draw the necessary extra card to enable me to have any plays at all on my turn.

A: As you may have noted, the fix for this is simple, which is to treat the second “one” as a “1”, which it should have been in the first place. We’ll be implementing this fix on all subsequent printings starting in 2016.

Please treat this card as though it read: “Play all but 1 of your cards. If you started with no cards in your hand and only drew 1, draw an extra card.”

Note that Adventure Time Fluxx has the card Mathematical, which is an analogue of Inflation.
Math Fluxx has Increment All, which is like Inflation, but only applies to Actions and New Rules.

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Q: I if I have the promo card The Computer (or Batcomputer) in play, do I get to draw extra when invoking Actions that have me draw or play cards?

For example, if I play Recycling, could I throw away a Keeper to draw 4 cards instead of 3? Or when I play Draw 3 & Play 2 Of Them, can I draw 4 and use 3 of them because I have The Computer?

A: No, not with the Computer (or Batcomputer). The promo card Inflation would cause all of these numbers to increase as you’ve described, but the Bat-/Computer only applies to the actual Draw, Play, Hand Limit, and Keeper Limit rule cards in play, not to any other circumstances that might cause you to do any of these things.

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Q: If someone plays Trash a Keeper, could you use Skullduggery to stop them?

A: Yes. Trashing a Keeper changes its ownership, so it can indeed be canceled with Skullduggery.

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Q: Can Skullduggery be used to stop Mutiny?

A: Yes. All of the various ways the Captain’s Hat might move around in a Mutiny would be considered changes of Keeper ownership.

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Q: Can Skullduggery be used to stop a Keeper Limit being played as that could cause Keepers to “change ownership”?
Q: Can Skullduggery be used to stop someone from discarding a booty Keeper to get rid of Shackles?

A: Yes. That player would not be allowed to use that Keeper for that reason until their next turn. However, they could immediately discard any other Booty Keeper they have to gain freedom.

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Q: Can someone stand up and move around the table to give someone Germs (or Con Crud), or do they have to remain seated?

A: No, it has to be someone you can reach from where you are sitting during the regular course of the game.

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Q: When you play The Computer promo card, do you instantly get another draw and another play?

A: Yes.

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Q: Are the powers of the Computer optional?

A: Well, it depends which version of The Computer you’re using. The bottom line is: check the language. Where it says “may” or “can” it means you don’t have to if you don’t want to. If it just says certain parameters are increased… they’re just increased, no choice about it.

For all versions of The Computer, the increase in Draw and Play quantity is required, which interacts with Play All But 1 to make it Play All – no choice for you. For the versions in Star Fluxx and both Star Trek Fluxxes, the Limit increase is optional, but for the promo card version and the Batcomputer, the owner must use the increased limits.

Note that BMO (Adventure Time Fluxx) has the power of optionally increasing Limits by 1, and Data (Star Trek: TNG Fluxx) has the power of optionally increasing Play by 1.

   Star Flux
   Star Trek Fluxx
   Star Trek: TNG Fluxx
   Batcomputer
   Computer promo
   BMO    Data
   increase Play/Draw    required    required    –    optional
increase Limits    optional    required    optional    –

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Q: Do the Tree promos count as The Tree in Family Fluxx, or Trees in Eco/Nature Fluxx?

A: Yes! The Fruit Tree, Pine Tree, or Palm Tree all count as The Tree in Family Fluxx, or as Trees in EcoFluxx / Nature Fluxx.

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Q: How do I use the Andy Looney (autograph) promo card?

A: There have been various versions of Andy’s personal promo card over the years, and as we’ve reprinted it, we’ve added more things from later versions that Andy can participate in. Whether you have an early version of the promo or a later one, Andy currently counts as:

The Brain in regular Fluxx, but not Brains in Zombie Fluxx
A Friend in Zombie Fluxx and Stoner Fluxx

He’s also:
A Knight of the Round Table in Monty Python Fluxx,
A Sentient Being, and therefore susceptible to Brain Parasites in Star Fluxx
An Investigator in Cthulhu Fluxx.

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Q: The Computer promo card says it “counts as an Appliance.” Does this mean it counts as Television for the purposes of the goal Brain No TV?

A: No. The Computer promo card does not state that it counts as either The Television or The Toaster specifically, but merely that it counts as “an Appliance” so it doesn’t have the powers of either of those other cards, but can substitute for any ONE of them only with respect to the Goal The Appliances, but does not, for example, “count as” the Television for blocking the win with Brain No TV, or for any other Goal involving the Television or the Toaster (you can’t toast your Bread with your Computer to win with the Goal Toast)

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Q: What happens if the third Rule you turn up with Pandora’s Box is Inflation?

What is more immediate, the Rule or the Action? In other words, does the playing of Inflation close the Box, so to speak; or does it affect the Box, meaning you have to draw to a fourth rule?

A: It goes to 4. Since everything happens immediately in Fluxx, Inflation is applied to the Action that caused it to be played. So yes, you’d continue to a fourth rule if Inflation came up during Pandora’s Box.

Adventure Time Fluxx includes the Inflation analogue, Mathematical! Inflation is also available as a promo card to add to any Fluxx deck.

Math Fluxx includes a card called Increment All, which is similar to Inflation except it only affects Actions and New Rules.

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Q: The Composting promo card says it’s okay to look at the bottom card of the discard pile. If there is a multiple play in effect, can I look at more than one card at a time?

A: Any player may look at the entire discard pile at any time, but the order of what’s in the pile should not be changed. So you can look at as many of those cards as you like, and if you see a card you want that’s, for example, third from the bottom, then (as long as you have at least three draws available on your turn) you can take all those “from the compost pile” to reach it.

In fact, when Composting is in play, some people choose to splay out the bottom of the discard pile to more easily see what’s within drawing range for a turn.

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Q: How does the Monty Python New Rule One, Two, Five! interact with Inflation?

A: We consider 1,2,5 and Inflation to be mutually exclusive cards, precisely because they don’t make mathematical sense together. Since the Inflation rule changes all numerals (by adding 1) and One, Two, Five! also changes numerals (by changing 3s into 5s), these two rules just don’t play nicely.

So when one comes into play, the other should be discarded if already on the table. They should never be in play at the same time.

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Q: With We’ve Already Got One, can the French Persons be a specific Creeper that someone else has in play?

A: When the Rule “We’ve Already Got One!” is in play, The French Persons can be any other specific Creeper, even if it is one that someone else has in play. It’s like the joke in the movie: how silly it is for them to say that they’ve already got a Holy Grail? There’s supposed to only be one, right? So it makes sense that even if someone else has a Creeper, the French Persons can masquerade as that Creeper.

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Q: Is there a limit or order to drawing off the bottom of the discard pile using Composting?

A: You can choose to take any or all of your Draws from the bottom of the discard pile, and you can do it in any order. You can take one off the draw pile, then one off the bottom of the discard pile, then one off the draw pile, then one off the bottom of the discard pile. Each time you draw, you can choose which place to draw from.

Since you can look through the discard pile at any time (without changing the order) you can look at all the cards near the bottom of the deck, and see if drawing four cards will get you to a specific card you’re looking for. It’s a pretty powerful promo in some ways.

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Q: How does Inflation interact with cards that say you “may” play (or draw 1) extra?

When a card states that you “may” play 1 extra card (e.g., Rich Bonus or Party Bonus), and Inflation is in play, it is treated as you may play 2 extra cards. Does this mean that you have to choose between playing 0 and playing 2, or can you also play only 1?

See this answer in a video!
Little Answers

A: It’s either zero or two. There is no one.

Adventure Time includes the Inflation analogue, Mathematical! Inflation is also available as a promo card to add to any Fluxx deck.

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Q: Does Inflation apply retroactively to the No-Hand Bonus?

In other words, if I started the turn with an empty hand and drew 3 cards because of the No-Hand Bonus, and then I play Inflation, do I draw another card?

A: No. While everything happens immediately in Fluxx, things don’t happen retroactively. The action of the No-Hand Bonus only triggers at the start of your turn, therefore it doesn’t give you an extra card when Inflation is played during your turn. Inflation WOULD affect the current Draw Rule, but that’s not considered a retroactive effect, since the Draw Rule says you must “have drawn X cards on your turn” which is a status for your entire turn, from the beginning. By contrast, the No-Hand Bonus occurs specifically BEFORE the regular draw for your turn, and does NOT count as part of your draw.

Note that Mathematical In Adventure Time Fluxx is an analogue of Inflation, but that Adventure Time Fluxx does not have No-Hand Bonus.

Math Fluxx, on the other hand, has both the No-Hand Bonus as well as Increment All (an Inflation analogue which only applies to Actions and New Rules).

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Q: When the Flame-Thrower promo is in play, can it be used to destroy more than one Zombie per turn?

A: Yes. The Flame-Thrower doesn’t say that it’s limited to once per turn, so it’s not. Of course, you can only kill zombies in front of you. It’s not a long-range weapon like the Shotgun.

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Q: Can you use Skullduggery 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 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: How do we apply Inflation to Everybody Gets 1?

In my version of Fluxx, Everybody Gets 1 says (in part) “Count the number of players in the game (including yourself). Draw that many cards and give every player 1 card.” If we do that with Inflation, we only draw four cards in a four player game, and then we don’t have enough to give each player 1(+1), i.e. 2 cards.

A: Unfortunately, in the first printing of Fluxx 5.0 the wording on this card was accidentally modified so that it broke when used with Inflation. We have subsequently fixed the card to read as clarified below. Simply treat it as you would to execute “Everybody Gets 2”, specifically: “Draw enough cards to give each player 1, then do so.”

We have fixed the wording on this card to read exactly that for subsequent printings, starting in 2015.

Math Fluxx includes both Everybody Gets 1, and the Inflation cognate Increment All, which only works on Actions and New Rules.

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Q: If Swap Plays For Draws and Play All (or Play All But 1) are both in effect, how does that resolve?

If I draw the number of cards I have left in my hand to play, do I have to play them all? Which one takes precedence? Play All, or Swap Plays?

A: Once you have exercised your option to Swap Plays for Draws, you have no more plays left (you have swapped all your remaining plays) so your turn is over. So, no, you don’t play those new cards drawn. In that sense Swap Plays “takes precedence” since you may still have cards in your hand at the end of your turn even though Play All is in effect.

Specific example:
The Swap Plays For Draws card explicitly states that when this rule is in effect, you may choose at any time to play no more cards, and draw the number of cards as you have plays left. Play All says to play all your cards this turn.

So lets say you have five cards in hand. You play two cards, and decide you want to swap the rest of your plays for draws. Since you have three cards remaining, and Play All is in effect, you have three plays left to swap, so you draw three cards, thereby ending your turn.

Likewise, if Play All But 1 is in effect, then as long as you have more than 1 card remaining in your hand (which would mean you have plays left to swap) you would get to draw the number of cards in your hand minus 1, since the number of plays you have remaining is simply 1 less than the number of cards in your hand. As with Play All, of course, once you choose to swap your remaining plays for draws, you have no more plays.

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

A: Sort of. If you have more than enough cards in your hand to cover the number of plays left allowed by the Play Rule, then you just subtract how many plays you took from the number shown on the Play Rule. You played 1 and it’s Play 3, and you have 7 cards left in your hand? Play 3 minus the 1 play you took leaves you 2 remaining plays you could swap for draws. Your hand size does not affect how many plays you have left to swap.

If, however, the Play Rule indicates more plays left than you have cards left in your hand, then the number of plays you have left is the number of cards in your hand. The number of plays you can swap for draws is the number of ACTUAL card plays you could make, not the theoretical number of plays allowed by the Play Rule.

EXAMPLE:
Draw 1, Play 3 is in effect.
You have a hand of 0 and you draw 1 card. Now you have 1 card in your hand. How many plays can ACTUALLY be taken by you? Not 3 because the Play Rule says 3, but 1, because you only have 1 card in your hand. You can’t play cards you don’t have. At whatever time you choose to exercise Swap Plays For Draws, the question is: how many ACTUAL plays do you have left? In this case, you have only 1 play available to you, which you could choose to swap for 1 draw. Now you have 2 cards in your hand, but do you get to play them because the Play Rule says 3? NO, because with Swap Plays For Draws, you are deciding to sacrifice ALL your remaining plays for draws, so, by definition, no matter how many you drew, you have no plays left in your turn.

This is turns out to be exactly how we figure out how many cards can be drawn when the Play All (or Play All But 1) is in effect. In that case, you look at the number of cards you have left (or that number minus 1) and that’s how many plays you have, so that’s how many cards you draw. Again, remember that using Swap Plays For Draws means you have no more plays left in your turn, so you won’t be able to use any of those cards you just drew until your next turn.

Swapping Plays For Draws is one of the ways you can avoid having to playing a card that would make someone else win.

See also: Can I use Get On With It if I played my only card, but the Play rule says to play more?

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Q: If the rules are Draw 1, and I draw three Creepers in a row, how many cards do I redraw?

…I say it’s just one card, but my husband says it should be three, since three Creepers were drawn. Who is right?

A: For practical purposes, you are correct. If you have laid down three Creepers in a row like that, you are left needing to draw 1. After your draw phase, you should end up having drawn just 1 non-Creeper for your Draw 1.

If anyone is having a hard time wrapping their head around why this is, here’s a blow-by-blow description of what happens when you draw three Creepers in a row while trying to Draw 1.

You Draw 1. It’s a Creeper.
It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… a second Creeper.
It goes in front of you with the first, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… a third Creeper.
It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule.
Your “draw to replace” is… finally a non-Creeper, which you add to your hand, and you have successfully followed the current Draw rule, which is Draw 1.

As you can see, in some ways, your husband is right… but the thing is, the three cards that were “drawn to replace” did happen… they’re just over as soon as you draw 1 non-Creeper.

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Q: If I have specific Creepers required for a Goal, but I also have other Creepers, can I still win with that goal?

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

Exceptions:
• Do your extraneous Creepers say that they keep you from winning? (Almost all Creepers do, but if they don’t then go for it.)
• Is there a Rule in play that lets you win even if you have Creepers? (There are a couple of these, depending on which versions you have.)
• In Batman Fluxx, if the Goal requires a Villain, Villains don’t prevent you from winning. However, if the Goal does NOT require a Villain, then Villains EVERYWHERE prevent you from winning.
• In Nature Fluxx (aka EcoFluxx) all Creepers prevent everyone from winning, regardless of who has them.

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

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Q: If Play All But 1 is in effect, and there’s something that requires me to increase my plays, do I end up playing all?

The Computer promo card, or Batcomputer in Batman Fluxx, for example, increases both your Play and your Draw by 1. Play 1 extra doesn’t affect Play All, so why would it affect Play All But 1?

A: Play All But 1 isn’t the same as Play All: when you Play All But 1, you do have 1 card remaining, so when you are then required to play +1 cards, you do have one left to play, so you must play it.

You need to take Play All But 1 as a unit into consideration: you can’t just break out the Play All, and apply the effects of the Computer, and then apply the …But 1 part.

Note that since the effects of the Computer are not optional, you have to do it, whether you like it or not. Other similar effects may be optional, so always check on that. It’s pretty easy to see whether something says you “may” do it, or if it just happens.

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