This is for the Original Series & Next Generation combined version, and includes questions about the Bridge Expansion as well. If you’re playing with just one deck or the other, you might want to check one of these other two pages, just because the list of questions will be slightly shorter:
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
Back to Star Trek Fluxxen
- Q: Can I use the Rule of Acquisition to take an opponent’s Keeper if I don’t have any cards in my hand to give up?
- Q: Does Worf count as Klingons?
- Q: If my play is canceled by a Surprise, do I get to take a different play instead?
- Q: If I’m drawing multiple cards on my turn, and I draw a Creeper that makes me win, do I have to finish drawing the rest of the cards for my turn?
- Q: It is possible to use Get On With It if the rules are only Play 1?
- 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?
- 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?
- Q: If I have a Goal which requires Creepers, and I’m playing with a deck that has duplicate Creepers do extras of one of the Creepers required prevent my win?
- Q: If 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?
- 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?
- Q: If playing with combined Star Trek TOS & TNG decks, for the Goal Standard Gear, which calls for 2-out-of-3 items, can I win with two of the same item, from different eras?
- Q: If we are playing with the TOS & TNG Trek Fluxxes mixed, and two Transporters are in play, who gets what when Beam Us Up! is played?
- Q: The Enterprise can be used to get rid of the Doomsday Machine, but what if the Enterprise is Malfunctioning?
- Q: When I have a card that requires I put it back “in the middle of the draw deck” can I put it exactly one card from the top?
- Q: What do you do if you play Fizzbin, and the player to your right doesn’t have any (or enough) cards to give you?
- Q: Is there a good container to fit my double-sized Star Trek TOS & TNG Fluxx decks with the Bridge Expansion?
- 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?
- Q: Does the Expendable Crewman protect against a Keeper being copied by the Holographic Projector? Or being given an attaching Creeper during Creeper reassignment?
- Q: How can I easily separate two different Fluxx decks if I’ve mixed them?
- Q: When playing with combined Trek decks, do things named the same count as each other?
- Q: When the Bridge Goals in the Expansion call for the Bridge and “one of” the other two applicable Keepers, is that either one or the other, or can it be both?
- Q: If playing with both Trek decks, and someone has both Ensign Smith AND Tasha Yar (both “Expendable Crewman” analogues) how do you decide which gets taken or killed?
- Q: When playing with combined Trek decks, if a Goal calls for “The Captain” is that only Kirk or Picard?
- Q: Can Kirk or Picard steal each other’s Crew Members, or only crew from their own ships?
- Q: When combining decks, how should I treat redundant cards?
- Q: When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?
- Q: If I have the Transporter and take someone else Keeper, putting that card in my hand, is that card immediately playable provided I still have plays on my turn?
- Q: When I play a Keeper with a power or special ability, must that be invoked immediately?
- Q: When I use a free power on a Keeper (or Creeper), is the Keeper destroyed?
- Q: Does Double Agenda include the playing of a second Goal as part of it’s effect?
- Q: If I have the Computer in play, and I draw Malfunction as my first card, does it immediately eliminate my extra draw?
- Q: If I play Draw 3, Play 2 of Them, and one of the cards I draw is Let’s Keep Doing That, is Draw 3 Play 2 of them available to “Keep Doing”? What about the unused third card?
- Q: Does Goal Mill allow one to discard UnGoals along with Goals from one’s hand?
- Q: Does the Holographic Projector make it as though I own other people’s Keepers, and can use their powers, or just for meeting the Goal?
- Q: How do I handle Creepers which are dealt to me at the beginning of the game?
- Q: If I attach a Creeper to a Keeper, can I change it to a different Keeper on a subsequent turn?
- 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?
- 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?
- Q: What happens if two players simultaneously meet the win conditions because one of them has the Holographic Projection?
- Q: What happens if I play Let’s Keep Doing That, and there are no Actions in the discard pile?
- Q: At the end of a turn, which would happen first: the Holographic Projector/Holodeck turns off, or Keepers are discarded from a Keeper Limit?
- Q: For the Action Creeper Reassignment, what does “other” mean? Other myself, or other than the person who had it?
- Q: What happens if I have zero cards in hand, with draw 1, play 1, and I draw and play Play All But 1?
- 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)?
- Q: Do you get to change out the Action placed on Let’s Keep Doing That on every turn?
- Q: What happens if a Goal and UnGoal are met at the same time?
- Q: Attaching Creepers say “both cards stay together until discarded.” Are there exceptions to this rule?
- Q: Does countering a Surprise on my turn count as one of my plays? Can I also use it for the in-turn function if I do this?
- Q: Can I use Get On With It if I played my only card, but the Play rule says to play more? Does that count as “before my final play”?
- Q: Why does Let’s Do That Again say we shouldn’t change the order of the discard pile?
- Q: If I play Brain Transference and there is a Hand Limit, how does discarding work, if at all?
- Q: Can the Holographic Projector imitate a Creeper by itself?
- Q: Can the Actions Exchange Keepers or Steal a Keeper be stopped with the Surprise That’s Mine?
- Q: When we draw a Creeper, put it into play, and then “draw another card to replace it,” does that card replace the Creeper, discarding it?
- Q: Does the Expendable Crewman have any effect when someone with the Teleporter plays Beam Us Up?
- Q: What happens if you draw a turn-ending card when you use Wormhole?
- Q: What cards have effects that include ending my turn immediately if I play/use them?
- Q: How does Share The Wealth (or Mix It All Up) interact with attaching Creepers?
- Q: Can the Teleporter teleport itself? What about the Transporter?
- Q: Can the Stop That! Surprise counter the “free action” provided by some Rules or Keepers?
- Q: Can a Surprise be used to cancel a Hand Limit on your own turn?
- Q: If someone plays Trade Hands with me, and I have some Surprises (other than Stop That, which could prevent the trade) can I use them up with no effect, just so I don’t have to give them to the other player?
- Q: Can I play a Surprise to cancel a win caused by using Wormhole?
- Q: What happens to the two Goals when Double Agenda is trashed?
- Q: If multiple Surprises are canceled by each other, how do you figure out what happens in the end?
- Q: What are all the different cards in different versions where you get to draw the top card and play it immediately?
- 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?
- Q: Could you clarify how many cards we can eliminate with Let’s Simplify? What does “up to half (rounded up)” mean?
- Q: The Terrifying Inspiration Goal requires a Keeper, and either of two Creepers. Can I win if I have both?
- Q: Do Double Agenda and Triple Agenda replace each other as rules?
- Q: If someone plays Beam Us Up, and one player had a being/crew member with a Creeper attached, what happens? What if someone has the Teleporter/Transporter?
- Q: When you play The Computer promo card, do you instantly get another draw and another play?
- Q: If the Holographic Projector/Holodeck is used to imitate a Keeper with a Creeper attached, does the Hologram count as both the Keeper and the Creeper at the same time?
- Q: Are the powers of the Computer optional?
- 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?
- Q: Can someone with the Holographic Projector win if the two Keepers needed are owned by other players?
- Q: When I trash, destroy, discard, exchange, or recycle one half of a Keeper/Creeper attached combo do they stay together?
- Q: When you use the Teleporter or Transporter on a Keeper with an attached Creeper, does the Creeper move as well?
- Q: How does the math work on Distress Call?
- Q: The Captain has a choice of four Keepers he can steal, but one is the Expendable Crewman, does he have a choice, or must he take the red shirt?
- Q: How does the Expendable Crewman work when Exchange Keepers is played?
- Q: Does Beam Us Up only apply to Keepers with the brain icon, or the crew-member icon?
- Q: If I’m using my Laser Pistol to shoot another player’s Keeper-with-Creeper, and they have the Expendable Crewman, what happens?
- Q: Does the Expendable Crewman protect against the Scientist’s power, even though the Scientist can’t steal the Crewman?
- Q: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?
- Q: If a card says “Your turn ends immediately,” but Play All is in effect, which takes precedence?
- Q: Is the third Surprise function (countering another Surprise) limited to in-turn or out-of-turn play?
- Q: Do the cards you draw with the No-Hand Bonus count towards your Draw for that turn?
- Q: Can you use the Skullduggery promo card to cancel a Plunder – not on the Rule itself, but on a single act of Plundering?
- Q: If something is played where “your turn ends immediately,” does it mean that you are not subject to the hand and Keeper limits that turn?
- Q: If Swap Plays For Draws and Play All (or Play All But 1) are both in effect, how does that resolve?
- Q: Is Swap Plays For Draws limited by the number of cards you have in your hand?
- Q: What do I do if I draw a Creeper because of an Action?
- Q: If the rules are Draw 1, and I draw three Creepers in a row, how many cards do I redraw?
- Q: If my attaching Creepers are not attached to the Keepers I need to win, can I still win?
- Q: Must attaching Creepers be attached at the first available opportunity, or only are they only attachable when first played?
- Q: What does it mean when a card says its action is a “free play” or a “free action”? Does using a special ability listed on a Keeper or Creeper count as a Play?
- Q: What counts as a “special power” that might be impaired by an attaching Creeper?
- Q: Do Surprises work any differently in a two-player game than they do in a game with more people?
- Q: Can a Surprise card be played to stop a card played previously during someone’s turn?
- Q: If someone cancels one of my plays with a Surprise, do I get the card back, and still have that play to use?
- Q: If a surprise card can cancel out other surprise cards can a 3rd (or even 4th) surprise card be played consecutively?
- Q: With That’s Mine (That Be Mine, Twist Of Fate) played out of turn, if someone uses the Steal a Keeper card, will this Surprise card allow you to take the Keeper they have just stolen?
- Q: If I use the “during my turn” part of a surprise card on my turn, does that count as a play?
- Q: Can one ever use the out-of-turn function of a Surprise during one’s own turn?
- Q: Can you use the out-of-turn option on Canceled Plans to nullify a goal you are forced to play during your turn that would cause someone else to win?
- Q: With Canceled Plans played out of turn, does this card only discard a Goal that a player has just played or an existing goal on the table?
- Q: Can Canceled Plans prevent someone from winning the game? What about That’s Mine?
- Q: Does a counter-Surprise count as a Play for the person whose turn it is?
- 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) cardplays?
- Q: If a player uses Trade Hands, and their hand contains Stop That (which cancels actions) can the other player use it immediately upon receipt to cancel the Trade Hands?
- Q: Regarding Canceled Plans and Stop That, if you play them during your turn, it says “All other players must discard one Goal/Action, or a random card, from their hands.” Does that mean players get a choice?
- Q: If Double Agenda is on the table, and each Goal requires a different Creeper can you win by fulfilling both Goals?
- Q: If I have specific Creepers required for a Goal, but I also have other Creepers, can I still win with that goal?
- Q: When Double Agenda goes into play, does the next Goal played have to go in the second slot?
- 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?
- Q: For Actions that re/distribute Keepers and/or Creepers among the players, how are those dealt back out?
- Q: For Everybody Gets 1, do I get to look at the cards before I hand them out to people?
- Q: Does the Rule Mystery Play require one to play the specific card flipped up from the top of the deck?
- Q: Can I apply cards that work on Keepers to Creepers as well?
- Q: If you draw a Creeper with Wormhole, you play it and then redraw. What if you draw yet another Creeper?
Q: Can I use the Rule of Acquisition to take an opponent’s Keeper if I don’t have any cards in my hand to give up?
A: No. This is a business exchange, and you can’t make the “deal” if you don’t hold up your half of the bargain.
Q: Does Worf count as Klingons?
A: Yes, Worf can count as Klingons for the purposes of Goals, though he should not be treated as a Creeper. The same goes for Kor from the Porthos Pack.
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.
Q: If I’m drawing multiple cards on my turn, and I draw a Creeper that makes me win, do I have to finish drawing the rest of the cards for my turn?
A: Yes, you must finish drawing the rest of your cards for your turn – you might draw another Creeper which would prevent your win. You must accept any and ALL Creepers acquired during your initial Draw phase before assessing win conditions.
Consider the initial Draw phase to be all one simultaneous thing. Think of it this way: not everyone draws one… card… at… a… time. Some grab the total number for the Draw, add them to their hand, then deal with Creepers at that time, putting them immediately into play, and drawing to replace. Differences in draw style should not affect the outcome of the game.
Q: It is possible to use Get On With It if the rules are only Play 1?
… The wording “final play” makes it seem as if there’s more than one play needed….
A: If you have only one Play (or only one card to play, even if the rules allow more) then that one card would be both your first and your final play. So yes, there IS a final play, even if you’d only be playing one card.
So, in order to use Get On With It, you’d have to do it before your final play, i.e. before your ONLY play. You’d just not take your Play for that turn, and do Get On With It instead.
Q: If I use 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.
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).
Q: If I have a Goal which requires Creepers, and I’m playing with a deck that has duplicate Creepers do extras of one of the Creepers required prevent my win?
…for example, for the Goal Enemy Alliance that requires Romulans and Klingons, if I have both the TNG and TOS versions of the Romulans Creeper, does the second Romulans count as an extra Creeper which prevents my win, as mentioned in this FAQ? Or is it just more of what I need to win?
A: Since the Goal specifically mentions Romulans without specifying one of the other, they’re effectively identical, and both count towards the Goal and not against it, and it doesn’t matter that you have a superfluous one. It’s more like what’s describe in this FAQ.
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).
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.
Q: If playing with combined Star Trek TOS & TNG decks, for the Goal Standard Gear, which calls for 2-out-of-3 items, can I win with two of the same item, from different eras?
A: No, though there are six potential Keepers which could help you achieve this Goal, it doesn’t become “any two out of six” it’s still “any two out of the three types, we just don’t care which era.”
You need two of those three types of equipment, regardless of when they were manufactured. If you want to think of it thematically: two of the same item are not going to be terribly useful when your goal is to be well equipped.
Q: If we are playing with the TOS & TNG Trek Fluxxes mixed, and two Transporters are in play, who gets what when Beam Us Up! is played?
…and what about Attached Creepers?
A: OK, so we know that a standard transporter pad has six spots for people to stand on. (Never mind that the TNG Transporter artwork seems to only show 2, we know it can handle 6.) The person who plays Beam Us Up takes their choice of the first 6 Crew Members. Then control switches to the other transporter room, and that player beams up the next group of up to 6. If anyone is left “on the planet” at that point, the original Transporter activates again and pulls in the next group, continuing as needed.
As for Creepers, any that are attached go with their crew members, and then are immediately replayed by the person who collected them, since Creepers cannot be in a player’s hand.
Q: The Enterprise can be used to get rid of the Doomsday Machine, but what if the Enterprise is Malfunctioning?
…It’s tricky: Malfunction negates Keeper abilities, but this “power” is not something on the Enterprise Keeper, it’s described on the Doomsday Machine Creeper, which is not the thing that’s Malfunctioning.
A: The Doomsday Machine is susceptible to starships such as the Enterprise. This is a quality of the Creeper, and not a power of the Enterprise, so whether the Enterprise is Malfunctioning or not is irrelevant, and actually, more thematically accurate if it were!
First of all, we must understand that in Star Trek Fluxx, the Enterprise “stands in for” similar ships like the Constellation (which is technically the ship which destroyed the Doomsday Machine). Any ship could be rigged to explode “in the belly of the beast” as it were, and the non-functionality of the starship sacrificed would not hinder this. In fact, the Constellation was just such a ship: so damaged they couldn’t even steer it from the bridge, it’s warp drive crippled, limping about with only impulse drive.
Q: When I have a card that requires I put it back “in the middle of the draw deck” can I put it exactly one card from the top?
A: The idea is to put it into the draw deck in such a way that you don’t know where it is, so that you wouldn’t know who might draw it. Exactly one card from the top would certainly not count. If the draw deck is very thin, you might need to deliberately shuffle or mix up the cards so that you don’t know where it ends up.
If you want to get technical, you could shuffle it in to the draw deck no matter what size. Yes, it absolutely MIGHT end up second from the top… but you wouldn’t know that’s where it is, and that’s the point.
Q: What do you do if you play Fizzbin, and the player to your right doesn’t have any (or enough) cards to give you?
A: You get as many as they can give you that they’re supposed to. If that’s none, then that’s the way it goes.
Q: Is there a good container to fit my double-sized Star Trek TOS & TNG Fluxx decks with the Bridge Expansion?
A: Why yes, there is!
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.
Q: Does the Expendable Crewman protect against a Keeper being copied by the Holographic Projector? Or being given an attaching Creeper during Creeper reassignment?
A: The Keeper being copied is in no danger from the Holographic Projector, so the Expendable Crewman’s power is not triggered. Yes, the Holographic Projector says that it’s as though the Keeper is in another player’s possession… but it’s not, really. It’s kind of like stealing… but it isn’t. The Keeper will never actually change hands or be destroyed, which are the things that trigger the Expendable Crewman.
Likewise, attaching a Creeper to a Keeper does not actually cause it to be destroyed or change ownership either, so no Crewman intervention. The Expendable Crewman’s power is not a blanket protection against EVERYTHING…
Note that Tasha Yar is the Star Trek: TNG Fluxx equivalent of the Expendable Crewman found in Star Fluxx.
Q: How can I easily separate two different Fluxx decks if I’ve mixed them?
A: Each version of Fluxx has some distinguishing feature. It’s almost always the font at the top of the card, but on some very early decks, we did fun things with the color stripe. Here’s an example of two of the “same” card from Star Trek (TOS) and Star Trek (TNG) Fluxx versions:
Q: When playing with combined Trek decks, do things named the same count as each other?
A: Yes. If it says you need a Phaser, the Enterprise, a Computer, a Malfunction, a Transporter, or Romulans, then either deck’s version of that card will do, regardless of what is pictured.
Q: When the Bridge Goals in the Expansion call for the Bridge and “one of” the other two applicable Keepers, is that either one or the other, or can it be both?
A: To refresh, Captain on the Bridge calls for the Bridge and “one of” Kirk/Picard, and The Bridge of the Enterprise calls for the Bridge and “one of” either version of the Enterprise.
We considered that it might make thematic sense for Captain on the Bridge to have a requirement for only one of the Captains, but not both, the same could not be said for The Bridge of the Enterprise, and, since they are identical in wording, gameplay-wise, it makes more sense for it to be an and-or situation, where you can win with either one or both, plus the Bridge.
We figured if both captains are on “the bridge,” it’s bound to be the bridge of one of them, and the other is just visiting. It doesn’t matter which one is which, you still definitely have the captain that goes with that bridge, since it’s not specified which bridge.
If you are daring or foolhardy enough to try combining yet more Star Trek versions using this expansion, any other Trek Captains (Sisko or Janeway) would count as “a Captain.”
Q: If playing with both Trek decks, and someone has both Ensign Smith AND Tasha Yar (both “Expendable Crewman” analogues) how do you decide which gets taken or killed?
A: In thematic situational terms you’ve got two reckless crew members rushing forward, and one of them is going to “take the bullet” (or get kidnapped by accident, whatever). Which it will end up being, we really don’t know, but one of them will be… you should take the two “Expendable Crewmen” (Tasha Yar and Ensign Smith) and mix them face down, and randomly pick which was the one stolen/trashed instead of the intended target.
Another edge case we’d like to preemptively rule on: in the case that one of them was themselves the intended target, the same thing applies: they both “rush forward” and you randomize which gets taken, or killed, or zapped, or whatever.
Q: When playing with combined Trek decks, if a Goal calls for “The Captain” is that only Kirk or Picard?
A: If the card calls for any Captain, you need either Kirk or Picard. Yes, Spock and others became captains later, but in this scenario, they don’t have that rank yet.
Q: Can Kirk or Picard steal each other’s Crew Members, or only crew from their own ships?
A: Kirk and Picard can steal any Keeper with the Starfleet officer icon, except the other Captain. They’re both commanding officers, so even though they are from different eras, if somehow they’re on the same mission (ok, it’s time travel), then either can order any crew member to join them. As for who out ranks who between the Captains, well, Kirk has a lot of seniority… but that doesn’t affect gameplay.
Q: When combining decks, how should I treat redundant cards?
A: We don’t officially recommend combining entire decks under most circumstances, except in the case of the two Star Trek Fluxxes, but if you do, this question might come up.
Fully redundant New Rule cards simply replace each other when played. For example, both Star Trek Fluxx decks include Wormhole, but if the second gets played it pushes out the first, it does not become a double Wormhole. Similarly, Double Agenda contradicts Triple Agenda and vice versa.
Q: When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?
A: TLDR: Officially, no… BUT, when playing in any of our games which include interrupt cards which cancel a previous play (Surprise, Memo From Your Future Self, Stop Time) it’s good practice to play a little slower if you happen to be executing multiple plays, so that your opponents have plenty of time to play one of these cards, should they so desire.
Deliberately playing super-fast, “shotgunning” as one fan put it, is just rude, and, rather than avoiding arguments about interrupts, actually ends up causing them. So if you have someone who insists upon playing that way, feel free to implement a requirement of a full one-hippopotamus silent count between card plays. We think those worried about their second-to-last winning play being foiled by an interrupt will find that others are not as psychic as they feared. Read on…
So here’s a typical Surprise situation, which can cause a bit of controversy:
I recently won when the rules called for Play 2. I played my first card, a Keeper, and then a moment later I played a Goal card that caused me to win. My opponent then showed me that he had the Surprise card in his hand that could have stopped me from playing the Keeper, and we had a brief discussion about whether I should have left him more time to consider playing it.
In my opponent’s defense, I didn’t leave him much time to play his Surprise card that would have allowed him to take my Keeper for himself. In my defense, he didn’t really have any reason to play the Surprise card and take the Keeper – until he saw that my next play was the winning Goal.
So… are there guidelines on timing between playing consecutive cards?
Slapping them down so quickly that no one has a chance to do anything doesn’t seem entirely fair – but it also doesn’t seem strategic after playing a card to wait and look around at other players to see if they have any game response before playing the next card.
(Related question: A player doesn’t have to “announce” or “report” their play out loud, right? They can just play their cards and if other players aren’t paying attention, that’s the fault of the other players? We all want to have good sportsmanship, but you know how games can sometimes get, in terms of either other players not paying attention, or in terms of being very competitive!)
Here’s our response:
While we don’t have any official guidelines about exact timing of card plays, We recommend a slight pause between a two-card play like this when the active player knows it’s going to make them win. It’s rarely the case that the person with the Keeper-stopper will intuitively know that the necessary Goal is coming… until it gets there (or vice-versa: if they had the Goal-stopper, and you’d decided to play the Keeper last, they couldn’t know you’d have the winning Keeper to play after the innocuous Goal), so playing slow is often to your advantage, as the player who’s about to win.
In fact, playing casually, even pretending you don’t know what you want to play next, can be a great move. Playing slowly enough to allow a possible Surprise doesn’t have to mean broadcasting your impending win. (For example, looking significantly around the table as if expecting a challenge). Of course, announcing your your play is in no way required, but could even be part of your nonchalant act, depending on how you do it. (“Hmm… Well, there’s this Small Moon… and… let’s see… That’s No Moon, for the win!”)
That said, one often doesn’t have the presence of mind to think about deliberately hesitating. In real life, you’re usually just taking your play, and winning, at regular game speed.
Here is where the question is really about what your opponent was thinking, and they have to be honest about it: did it only occur to them to play the Surprise after you’d played the winning Goal? If you’d just accidentally played the Goal first, and then the Keeper, their Keeper-canceling Surprise would have gone through and prevented your win. But just as they couldn’t know your next play would be the end of the game, you couldn’t know they had a Surprise. For all you knew, they had the Goal-stopping Surprise, and it’s just chance which order you chose to play those two cards in. It’s not as though you deliberately played in such a way as to deliberately thwart a Surprise on your first play.
The thing to point out here is that, had you stopped playing after the Keeper, would it even have occurred to them to use the Surprise? Probably not, if they’re being honest. It’s extremely rare that one’s opponent is prescient or observant enough to realize that this play might be your second-to-last. People rarely want to squander a Surprise on the off-chance that your next play will be the winning one*. In the kind of situation you describe, the Surprise-having player usually just shrugs, and says “Darn! I had [the Surprise that would have prevented your second-to-last play], and I could have stopped that play, but it’s too late now… Oh well. Let’s deal again…”
Because, in the end, if they didn’t get that Surprise in after the applicable card, that’s the way it goes, and that’s the official ruling if people get – ahem – unruly.
*I mean, imagine it. If they’d canceled your Keeper before you’d played the winning Goal, your best reaction is probably simply to shrug as if mildly confused by such a powerful play, apparently for nothing, and make them feel like they just wasted their Surprise on a random Keeper play… heh heh. You don’t have to let them know they totally blocked your win. Meanwhile… you don’t have to get upset about missing that chance… it’s just Fluxx, and victory is snatched away at all the time in the course of any given game – usually completely by accident. Or you can let them know their spidey-senses were working, or congratulate them on how observant they are. It’s up to you.
Now let’s return to that “shotgunning” player who’s deliberately playing quickly so that nobody can slip a Surprise in on that penultimate play… It is, as the fan above pointed out, not entirely fair, and, moreover, it invites the argument “But you didn’t leave me enough time to play my Surprise!” If, on the other hand they had played it slowly, as described above, their opponent has no excuse to challenge the win, on the claim that they “were going to play a Surprise.” The opponent had plenty of time, but in the vast majority of cases, they won’t play the Surprise, because they have no idea what’s coming next. That’s part of the beauty of Fluxx!
Q: If I have the Transporter and take someone else Keeper, putting that card in my hand, is that card immediately playable provided I still have plays on my turn?
Note that the Teleporter (aka Teleport Chamber) in Star Fluxx has a different power than the Transporter in Star Trek Fluxxen.
Q: When I play a Keeper with a power or special ability, must that be invoked immediately?
A: No, you don’t HAVE to use it immediately. You MAY use it immediately if you want to, however.
Q: When I use a free power on a Keeper (or Creeper), is the Keeper destroyed?
A: Keeper powers do not usually destroy or take the Keeper out of play to use them – unless they specifically say they do.
A couple say you’ll have to pick the Keeper up and put it back in your hand when you use its power, and one or two say to insert the Keeper into the middle of the draw pile. Only a couple will cause destruction of the Keeper being used. In any case those requirements will all be specified on the Keeper in question.
Q: 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.
Q: If I have the Computer in play, and I draw Malfunction as my first card, does it immediately eliminate my extra draw?
…We had the Basic Rules in play, and I had the Computer, so I would be drawing 2 on my turn. If the first card I draw is the Creeper Malfunction, does it immediately attach to the Computer, thus eliminating my extra draw? What if it’s the second card I drew, do I NOT get to draw to replace the Creeper?
A: Not everyone draws their cards one… by… one… in fact, the draw phase should be considered one simultaneous acquisition of your Draw allotment at that time. So you should draw 2 cards. Then, seeing that you have Malfunction, you should put it down and, yes, redraw, as you need to complete the draw phase in its entirety as defined at the time you started it. Then and only then do you have to worry about exactly what your Malfunction is going to attach to.
According to the game-state when you started your draw phase, your Draw allotment (the Draw rule for you) is 2 cards.
So you draw 2 cards, and if there’s a Creeper among those, you put it down on the table and redraw until you have drawn 2 non-Creepers.
Then you attach the Creeper if applicable.
Now… later in your turn, if you increase the Draw rule, you’ll have to take a look at your current Draw allotment for your turn, which no longer includes a mathematical increase to your draw. So if you go from Basic Rules (Draw 1) to Draw 2, you’ll take a look at how many cards you drew for your turn, and conclude that you’ve already drawn 2, so you don’t get to draw for the increase.
The situation is similar to this: It’s just as though the Draw rule (for you) at the beginning of your turn is Draw 2, so you get to do that. Then Malfunction effectively reduces the Draw rule (for you) down to 1. Well, you’re not required to “undraw” that extra card you took, but if the Draw rule then increases back to 2… well, you’ve already drawn 2 on your turn, so you don’t get to draw extra. (Or if you increase to Draw 3, then you’d only get to draw 1 more, since you already drew 2 on your turn.)
Q: If I play Draw 3, Play 2 of Them, and one of the cards I draw is Let’s Keep Doing That, is Draw 3 Play 2 of them available to “Keep Doing”? What about the unused third card?
A: The first answer is very easy: No. D3P2 does not technically go in the discard pile until you are completely done executing everything on the card.
You also seem to be asking whether the card you don’t play from D3P2 is in the discard pile, available to pull out and use with Let’s Keep Doing That.
Technically, you should execute the instructions on D3P2 in the order stated: Play 2 of them, and [then] discard the last card.
So you play D3P2. It’s not technically in the discard pile yet. Then you play, from your mini-hand of 3 cards, Let’s Keep Doing That. Nothing in your mini-hand is in the discard pile yet. You must pick your Action out of the discard pile right then, as part of your play of Let’s Keep Doing that, so, no, the last card from the D3P2 is not yet in the discard pile, available for use with Let’s Keep Doing that. It will be after you’re done playing both of the cards you choose to play, and not before.
Note that this ruling will also apply to Draw 2 and Use ‘Em (D2UE) and Fizzbin. Cards executed from your temporary hand are not in the discard pile until the whole Action is completed.
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.
Q: Does the Holographic Projector make it as though I own other people’s Keepers, and can use their powers, or just for meeting the Goal?
A: The Holographic Projection / Hologram card clearly says you can WIN with Keepers owned by other players. This means it’s power works with respect to the win conditions only. There’s nothing there about it being able to mimic the special powers of those other Keepers. I can’t use a hologram of your Doctor to cure my crewperson of Brain Parasites.
Q: How do I handle Creepers which are dealt to me at the beginning of the game?
A: Some versions of the rules deal with this explicitly, and some don’t, so we’re answering this here in the FAQ, just in case there is any confusion.
Creepers may not be held in your hand, so if you get a Creeper as part of your dealt hand, you put it on the table in front of you (play it pre-game, essentially) and draw to replace. If it’s another Creeper, continue until you have a starting hand containing zero Creepers.
Q: 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!
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…
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).
Q: What happens if two players simultaneously meet the win conditions because one of them has the Holographic Projection?
…For instance, if player A has Scientist, Engineer, and Hologram and player B has Expendable Crewman, Captain, and Doctor and player A plays the goal “Landing Party” on his turn (neither player has any Creepers), does player A instantly win because the Hologram says to meet the goal as though they had “Expendable Crewman” and not player B, or would neither player win because both players met the winning condition (until player A’s turn ends, at which point player B would still meet the conditions and player A would not, resulting in a win for player B)? The former seems to fit from a literal reading of the card, but it does not make sense that a holographic projection would keep something from someone else.
Although I agree, it seems counter-intuitive, logically, we rule a strict reading of the card (i.e. the first scenario is correct). Andy said, essentially:
So if you have the holographic projector, it’s like the hologram is SO REALISTIC that nobody can effectively tell the difference, so that, while you may have THOUGHT you had the real thing, suddenly you might discover that you’ve been tricked and they’re projecting the hologram to you, and they have the real one.” In actuality, the wording is deliberately written specifically to avoid the awkwardness of the sort of temporary tie discussed.
Q: What happens if I play Let’s Keep Doing That, and there are no Actions in the discard pile?
A: Sometimes when you play something, it has no effect, and is simply discarded when played. This is one of those times.
Usually this only happens with Actions, but Let’s Keep Doing That is quite different from other New Rules, so it ends up being discarded under these circumstances.
Q: At the end of a turn, which would happen first: the Holographic Projector/Holodeck turns off, or Keepers are discarded from a Keeper Limit?
…One player would have been winning on their turn due to the Holographic Projector imitating another Keeper, except that they also had a Keeper-With-Attached-Creeper. At the end of their turn, the Keeper Limit compelled them to discard a Keeper, and they discarded the one with the Creeper, so they were no longer prevented from winning… but was it no longer their turn, so the Holographic Projector was no longer imitating the other required Keeper?
A: In this case those two things are considered to happen simultaneously: the discard of the Creeper (via the Keeper Limit) and the “turning off” of the Holographic Projector. Execute both things, and THEN evaluate whether anyone is meeting the win conditions. That player essentially goes instantaneously from not-winning because of the Creeper, to not-winning because their Hologram isn’t working. A sad story for them.
For more details, see this Order of Events in a Fluxx Turn
Q: For the Action Creeper Reassignment, what does “other” mean? Other myself, or other than the person who had it?
…We were playing a two player game, and I drew Creeper Reassignment on my turn. We were at hand limit zero, and draw 1, play 1, so I had to play it. I had no Creepers, and my opponent had one. Creeper Reassignment reads:
“Take any one Creeper currently in play and move it to be in front of any other player. If it’s currently attached to a Keeper, detach it before moving the Creeper. You must attach it to an appropriate Keeper (if possible) after moving it”
How do I interpret “other” in this case? Do I move it to another player other than me; therefore I give it back to the player who had the card? Or a player other than the player who had the keeper; therefore, I must take the Creeper?
A: This is a tricky one. I had to consult Andy himself, and he admitted that it was tricky too. He acknowledged that according to the wording, you’d be forced to take it if “other” meant “other than the person you took it from” and you’d be barred from taking it yourself (you might want it for a Goal) if “other” meant “other than yourself.”
However, he says his intent was always that you should be able to take it yourself if you want it, but being forced to take it yourself if you don’t want it sucks, and wasn’t really the intent either. We have tweaked the wording on this card, but if you have an older edition, consider it to read as follows:
“Take any one Creeper currently in play and move it to be in front of any player. If it’s currently attached to a Keeper, detach it before moving the Creeper. You must attach it to an appropriate Keeper (if possible) after moving it.”
So you can move the Creeper anywhere you want, including “moving” it to be in front of the person it’s already in front of, i.e. not moving it.
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 printings, this second instance is written out, but, to avoid conflicts with Inflation, it should actually be a numeral as written here.
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)?
…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 first, of course your turn would end immediately, as you have been playing it. 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.
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: 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?
Q: Do you get to change out the Action placed on Let’s Keep Doing That on every turn?
…or are you supposed to choose one Action card when you put the Rule into play and then that Action stays assigned?
A: The latter. The Action you place on Let’s Keep Doing That does not go away. Whoever plays that Rule gets to decide what the one Action is that everybody has the opportunity to use once on their turn.
Q: What happens if a Goal and UnGoal are met at the same time?
… We were playing Cthulhu Fluxx, and what complicates things is that my wife had the Secret Cultist, so she would win if the UnGoal overrides the Goal, but my son would have won with the Goal if that overrides the UnGoal. [Note from Looney Labs, in Cthulhu Fluxx, a simultaneous Goal and UnGoal could arise from either Double Agenda or The Stars Are Right. Zombie Fluxx and Martian Fluxx could also generate this condition since they both have Double Agenda and an UnGoal. Zombie Fluxx also has the Zombie Boss Rule which can make a player win in the case of the UnGoal being met.]
A: Well, this IS a doozy. Andy and I had to think this through carefully.
But in the end, the answer seems obvious: on the rule sheet itself, at end of the first page in “Notes” is the ruling for ties:
“The game doesn’t end until there is a clear winner. If for some reason two of more players meet the winning conditions simultaneously, the game continues until a single winner emerges.”
So, for your situation, the answer is actually fairly simple: there were two players meeting winning conditions simultaneously, so keep playing until a clear winner emerges. Note that the “clear winner” need not be one of the two originally tied. It could happen that someone else manages to break the tie and win instead of either one of them.
What got a little tricky for us, is that we also wanted to rule in cases where the Cultist/Secret Cultist/Zombie Boss wasn’t invoked, which is to say when there is one player winning, but the conditions for “all players losing” is also met. How could that be? Would we rule that there is only one player winning? Or would we rule that there is “no clear winner”, since that player should simultaneously be both winning and losing?
We went with the latter: If a Goal and UnGoal are met simultaneously, then, even if there is not an actual player that can claim victory in the case of the UnGoal conditions, having the UnGoal met is like having the “forces of evil” be the winner. So if a player meets the winning condition, they are actually tied with “the forces of evil” , thus play would continue until a clear winner emerges.
In a way, all that the Cultist/Secret Cultist/Zombie Boss does is make an actual player represent those forces of evil, thereby claiming that victory.
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. 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.
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
2) Use it to Surprise another player,
2a) on another player’s turn to cancel a play
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).
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.
Q: Why does Let’s Do That Again say we shouldn’t change the order of the discard pile?
…It seems like it wouldn’t really matter.
A: Actually, this is mostly unnecessary. There used to be a rule where one could take things out of the top three cards, but that card has been replaced in all current versions with this one, which is more liberal. That said, there is a promo card which allows you to take the bottom card off the discard pile, so it would matter if you were playing with the promo card Composting. Hmm.
In EcoFluxx, the Action Scavenger lets you look down through the discard pile and play the first Keeper you find. Anyhow, you could look at the other cards in your deck, and see if this is going to matter for the version you’re playing with. It’s a matter of logic.
Q: If I play Brain Transference and there is a Hand Limit, how does discarding work, if at all?
One player played the Brain Transference card, which states “your turn ends immediately.” At this time, the ‘Hand Limit 2’ New Rule was in effect. The player who played the Brain Transference card had more than 2 cards in his hand at the time the transference card was played.
Does this player discard down to the 2 card hand limit before switching places, or does the other player pick up the hand with more than 2 cards?
A: The two players would switch places, and the new player would get the large hand. Keep in mind, however, if it is their turn next, they don’t get to roll into their next turn with a giant hand. That giant hand is from a turn which is over, and whoever has it must discard down to the Hand Limit before starting their next turn.
Q: Can the Holographic Projector imitate a Creeper by itself?
A: No, it cannot copy Creepers standing by themselves.
Q: Can the Actions Exchange Keepers or Steal a Keeper be stopped with the Surprise That’s Mine?
A: No. Exchanging or Stealing a Keeper is not the same as playing it. The Exchange or Steal Keepers Actions could be stopped with the Surprise Stop That (Halt! Avast!) but not with That’s Mine!
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).
Q: Does the Expendable Crewman have any effect when someone with the Teleporter plays Beam Us Up?
A: Not so much. From the person who has the Expendable Crewman, they’d first have to take the Expendable Crewman, clearly, but since they get ALL Beings, they don’t stop there — they take any other Beings that person has in play as well. So really, the Expendable Crewman can only protect you when a single card is being taken. It provides a buffer… but that buffer is only one card deep, as it were.
Q: What happens if you draw a turn-ending card when you use Wormhole?
…It says the card played does not count as a Draw or Play, so does it still end your turn?
A: Yes, while that card you draw from Wormhole (or any of its analogues) doesn’t count against the Draw or Play count as shown on the rule cards, it’s still part of your turn, and the card still counts as being fully played. Whatever it says happens, happens. That’s the risk you take, pulling a card out of the Wormhole! Keep in mind that the turn-ending effect of New Rules is optional, so simply playing them does not end your turn.
Also remember you can take the Wormhole option at ANY time during your turn: before your Draws and Plays, in the middle of your Draws, in the middle of your Plays, or after both, if you like. That’s the only control you get to exert: WHEN and WHETHER you decide to play a card from the Wormhole.
Analogues of Wormhole (which is in Star Fluxx) include (some with slight variations such as conditional requirements for use):
Magic Shoes in Oz Fluxx
Shiny! in Firefly Fluxx
There are many other Wormhole analogues in other versions, but those versions don’t also include turn-ending Actions.
See also: Q: What cards have effects that include ending my turn immediately if I play/use them?
See also: Q: What are all the different cards in different versions where you get to draw the top card and play it immediately?
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
Time Portal: Star Fluxx
What Do You Want: Star Fluxx, Oz Fluxx, Doctor Who Fluxx
I’ll Be In My Bunk: Firefly Fluxx (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.”)
Cards (Rules) that end your turn immediately if you choose to utilize their ability:
Swap Plays for Draws
Get On With it
Since Rule-based Free Actions are optional, the player is not obligated to use their power, so simply putting them into play does not end the players turn immediately. However if any player chooses to use the powers of these cards, 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.
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.
Q: Can the Teleporter teleport itself? What about the Transporter?
A: You cannot teleport the Teleport Chamber itself. We should probably word the card just a tad bit clearer to specify any other Keeper.
Note that the Transporter in Star Trek Fluxxen has a different function than the Teleporter in Star Fluxx, however. Rather than moving a Keeper from one player to another on the table, it takes any Keeper on the table up into the hand of the player who has the Transporter. Again, you can’t use the Transporter to transport itself up to your hand. We’re not sure why you’d want to, but we thought we’d answer that just in case.
Now, if you’re mixing the two Star Trek decks, there will be TWO Transporters in the game, and it’s quite possible that someone might want to use one Transporter to suck the other up to their hand to take it away from someone else. Unfortunately, we’re going to have to rule that out on the basis that it would definitely cause some sort of terrible Transporter-related disaster, probably involving stray tachyons or chroniton particles.
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 is designed so that it can prevent Plundering (among other things), which is a “free action” on a Rule. It’s A Trap and You Can’t Take This Guy From Me are designed so that they can prevent special Keeper actions that let someone steal one of your Keepers.
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.
Q: Can a Surprise be used to cancel a Hand Limit on your own turn?
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.
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.
Q: Can I play a Surprise to cancel a win caused by using Wormhole?
A: While using the Wormhole Rule (or any of it’s analogues) is not affected by Surprises, the card that is drawn and played because of Wormhole IS affected by them. So if the card drawn from Wormhole that caused the win was a Goal, then Canceled Plans would be able to prevent the win, since it cancels Goals. If the card played was a Keeper, you’d need to use the That’s Mine in order to stop the win.
Of course, you can’t cancel it if YOU are the one who is using Wormhole.
See Can one ever use the “out-of-turn” function of a Surprise during one’s own turn?
Analogues of Wormhole (found in Star Fluxx) include (some with slight variations such as conditional requirements for use):
Magic Shoes in Oz Fluxx
Egads! in Batman Fluxx
Magic Portal in Adventure Time Fluxx
Shiny! in Firefly Fluxx
the following have a Wormhole analogue, but do not have Surprises naturally occurring in the deck:
Mystery Play in Fluxx 5.0 and SE
Time Doorway in Regular Show Fluxx
Open The Door in Monster Fluxx
Chemical X in Cartoon Network Fluxx
Great Idea! in Stoner Fluxx
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.
Q: If multiple Surprises are canceled by each other, how do you figure out what happens in the end?
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
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 themed 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 and SE
Wormhole in Star Fluxx
Shiny! in Firefly Fluxx
Allons-y/Geronimo! in Doctor Who Fluxx
Spontaneous Reaction in Chemistry Fluxx
Egads! in Batman Fluxx
Unknown Variable in Math Fluxx
Great Idea! in Stoner Fluxx
Magic Portal in Adventure Time Fluxx
Magic Shoes in Oz Fluxx (if you click your heels together three times)
Open The Door in Monster Fluxx (If the Spooky Door is in play)
Open A Gift! in Holiday Fluxx (if The Gift is in play)
Chemical X in Cartoon Network Fluxx (if at least one Powerpuff Girl is in play)
Time Doorway in Regular Show Fluxx (if the Time Machine is in play)
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.
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”.
Q: The Terrifying Inspiration Goal requires a Keeper, and either of two Creepers. Can I win if I have both?
A: Our call would be that you could win if you have both, since both are mentioned on the same Goal, and the rule regarding winning with Creepers is that it’s possible if the Goal specifically requires that Creeper. Another way to think of it is that it’s not an exclusive “or” (XOR). You can win if you have the Poet and one or both of the Creepers listed.
This is true for any Goal which requires any subset of a group of Creepers. If the Creeper is shown on the Goal, it will not prevent the win, but if the person in question has any Creepers NOT shown on the Goal they’re trying to win with, then those excess unrelated Creepers will prevent the win.
Q: Do Double Agenda and Triple Agenda replace each other as rules?
A: Yes, Double and Triple Agenda are considered mutually exclusive. There’s only one deck that contains both* so we didn’t think to specify it, and left it with the “filler” small print about taking immediate effect.
* Holiday Fluxx, though this issue could also come up if you’re playing with the combined Star Trek TOS & TNG double-deck.
Q: If someone plays Beam Us Up, and one player had a being/crew member with a Creeper attached, what happens? What if someone has the Teleporter/Transporter?
A: The Keeper and Creeper would get sucked up into that person’s hand… but a Creeper can never be in your hand, so the Creeper is then immediately played back to the table by that player. It would either then reattach to some other Keeper if possible, or hang around for as long as it takes for a new Keeper of the right type to show up to attach to.
Once you understand what’s happening with Beam Us Up in the normal case, you can figure out what will happen if someone has the Teleporter or Transporter in play. The Creeper won’t be left behind with the original owner, it is attached to the Keeper which is Beamed up, and when taken up into that person’s hand it’s then “spat out” in front of that player… not the person who the Crew Member was taken from.
Q: When you play The Computer promo card, do you instantly get another draw and another play?
Q: If the Holographic Projector/Holodeck is used to imitate a Keeper with a Creeper attached, does the Hologram count as both the Keeper and the Creeper at the same time?
Say I have a Robot with Evil attached to it. If my girlfriend plays the Holographic Projection and then the Robot Uprising Goal, does she win?
A: Yes. Your girlfriend wins.
Think of an attached Creeper as being simply an aspect of its host Keeper, something that transforms the whole rather than just riding on top. The Holographic Projection copies the whole thing, and if that’s all you need for victory, you win. On the other hand, if you need just the Keeper, but it has a Creeper attached, then suddenly you also have the Creeper, which will probably prevent your win.
If all you needed was the Creeper from the Hologram, and you have the other half of the Goal yourself, you could also win. For example, if she had the Starship, and you had the Robot with Evil attached, she could Hologram the Evil Robot, and win with the Goal Imperial Destroyer (Evil and the Starship).
I must admit it seemed illogical to me (Alison), but Andy and I recently debated this again. The wording on the card says that if you have the Holographic Projection in front of you, it’s as though you have the imitated Keeper were in front of you AND NOT them (emphasis added). So you have it INSTEAD of them. When I protested to Andy that you having a holographic projection of something that I have shouldn’t negate my having the actual thing, he argued that he’d prefer to stick with the original wording, as it is actually clearer in terms of gameplay (as opposed to calling it a tie, in which case you’d have to keep playing until a clear winner emerges, which, by the way, is the rule for any situation in Fluxx where there appear to be dual winners. Except for the APTWE. Of course).
Moreover, Andy had this logical workaround: the holographic projector is SO GOOD that if you have a holographic projection of something duplicating it, it’s as though you’ve swapped with the other person, and they suddenly realize they don’t have the original/s any more at all:
“OMG! How long has this doctor been a hologram???”
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 Trek Fluxx
Star Trek: TNG Fluxx
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.
Q: Can someone with the Holographic Projector win if the two Keepers needed are owned by other players?
A: No, the Hologram can only be one Keeper at a time. It’s already a very powerful card. If it could be any TWO Keepers at once, it would be ridiculously overpowered.
If you saw the Star Fluxx episode of the web-series Tabletop, I’m pretty sure they made a mistake regarding this card. Can’t remember whether they realized the error, or if some other thing prevented that guy’s win.
It is possible to win with the Holographic Projector even if you don’t have either of the required cards yourself only if the win conditions include a Creeper or Creepers which are attached to a single Keeper owned by another player. In that case, the Holographic Projector only needs to be one Keeper, but it also mimics the associated Creeper properties. Example Goals for this type of win would include Imperial Destroyer, Evil Computer, Evil Brain Parasites, Robot Uprising, and The Power Of Evil.
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?
Q: When you use the Teleporter or Transporter on a Keeper with an attached Creeper, does the Creeper move as well?
A: If you are using the Teleporter in Star Fluxx, then yes. Whatever Creeper or Creepers are attached to the Keeper teleported will move as well. That’s one of the ways you can get rid of Creepers in front of you: to teleport the Keeper they’re attached to to some other player.
Note that the Transporter in Star Trek Fluxxen has a different function, however. Rather than moving a Keeper from one player to another on the table, it takes any Keeper on the table up into the hand of the player who has the Transporter. In those cases, it’s more like a repeatable, personal Beam-Us-Up-with-Transporter. In those cases, think of it this way: both cards get sucked up into the hand of the person with the Transporter, and then the Creeper, which can’t be held in your hand, goes back onto the table in front of the person who took the Keeper.
Q: How does the math work on Distress Call?
Distress Call states that “All players draw 1 card from the deck,” and then that “Anyone with a Creeper then draws additional cards until they have drawn 2 cards for each Creeper they possess.” Is the first card drawn by this action included in the cards drawn for Creepers? That is, if I have one Creeper, do I draw 2 total cards or 3 (one from the first part and two from the second)?
A: The first card you draw is included in the total of cards you draw if you have Creepers. So if you have 1 Creeper, you draw a total of 2 extra cards.
Q: The Captain has a choice of four Keepers he can steal, but one is the Expendable Crewman, does he have a choice, or must he take the red shirt?
To elaborate: The Captain can steal “Doctor, Engineer, Scientist, or Expendable Crewman.” The Expendable Crewman’s card states that any time a player takes away one of your Keepers, “they MUST take this one instead.” So, does the Captain have a choice or MUST the Captain take the Expendable Crewman first?
A: Well, The Captain can steal any of those cards, but they might not all be owned by the same player. You are only forced to take the Expendable Crewman if the person you are stealing from has that card.
So if Player A has the Captain,
and Player B has the Doctor,
and Player C has the Engineer and the Expendable Crewman
…then player A can take the Doctor from player B, but they cannot take the Engineer from C – they must take the Expendable Crewman instead.
Of course, if Player A takes the Expendable Crewman on their first try, then on their NEXT turn, they can take the Engineer if they want (assuming they still have The Captain).
Note that in Star Trek Fluxx, Ensign Smith functions as the Expendable Crewman, while in TNG Fluxx, Tasha Yar has that special ability.
Q: How does the Expendable Crewman work when Exchange Keepers is played?
[In Star Trek Fluxx, Ensign Smith has the same function as the Expendable Crewman, and in Star Trek: TNG Fluxx, it’s Tasha Yar]
A: It all depends on who has the Expendable Crewman, and who played Exchange Keepers.
See this question in a video!
Our Friend The Expendable Crewman, Part 1
If the player who has the Expendable Crewman is the one who plays Exchange Keepers, they can choose to trade whatever they want. It’s only when someone else is taking a Keeper away from you that they must take/destroy the Expendable Crewman.
If, on the other hand, your opponent has the Expendable Crewman, and you play Exchange Keepers, you’ll be getting that dork in the red shirt, no matter what you’re actually coveting in your opponent’s collection.
Think of it this way: he readily obeys his own captain’s orders, but he always seems to leap forward at the last minute when a hostile force demands hostages!
Q: Does Beam Us Up only apply to Keepers with the brain icon, or the crew-member icon?
A: Yes. In Star Fluxx, the use of the word “beings” in that card’s instructions indicates only those cards with the Living Being icon (the brain). In either of the Star Trek Fluxxen, the use of the phrase “Crew Members” indicates cards with the Crew Member icon (the starfleet badge). In Star Trek: DS9 Fluxx, this is extended to also include Keepers with the “Visitor / Other Personnel” icon.
Q: If I’m using my Laser Pistol to shoot another player’s Keeper-with-Creeper, and they have the Expendable Crewman, what happens?
Does this negate the Laser Pistol power (as the Expendable Crewman has no Creeper attached)
Do we discard the Creeper (attached to a different Keeper) and the Expendable Crewman?
Do we discard the Expendable Crewman only?
A: The Expendable Crewman’s powers take precedence over the Laser Pistol’s. So even though you aimed and shot the Laser Pistol at the Keeper/Creeper combo, the Expendable Crewman leapt (tripped?) into the line of fire, and was offed instead, leaving the Keeper/Creeper combo still there to be dealt with some other way. Note that in Star Trek Fluxx, Ensign Smith functions as the Expendable Crewman, and in TNG Fluxx, Tasha Yar has that power.
So, knowing this, you might choose not to even point the Laser Pistol in that direction, knowing that annoying Expendable Crewman is hanging around, but that’s up to you.
(Keep in mind that if you’re the one with the Expendable Crewman, AND the Laser Pistol or Sword, you’re free to target your own Keeper-with-Creeper, without accidentally hitting your own Expendable Crewman. If the shot is coming from within his own ship, he will dutifully follow directions, and stand aside, letting the attack go through.
Q: Does the Expendable Crewman protect against the Scientist’s power, even though the Scientist can’t steal the Crewman?
See this question in a video!
Our Friend The Expendable Crewman, Part 2
A: Yes. The Expendable Crewman is a real martyr/idiot/klutz who jumps/falls into the line of fire, gets beamed away somewhere (or killed or whatever) whenever someone moves to take any type of Keeper, no matter what the stated action or power that causes that Keeper to be taken or destroyed.
Imagine this scenario:
As your Scientist is attempting to lure the Energy Being into his trap, the clumsy (and terribly unlucky) Expendable Crewman just happens by, accidentally stumbling into the trap, and is captured by your Scientist instead of the Energy Being. You get the Expendable Crewman instead of the Energy Being. Reset your trap and try again next turn…
Or… Red alert! Someone is trying to beam your Energy Crystals right out of the engineering room. Your Expendable Crewman (always first into the fray!) leaps towards the beam… and is sucked up by the would-be thief (some opponent’s Scientist).
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, but you could not utilize their functions while in the middle of executing one of these Actions. While all three of these 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 Action with the temporary hand is played or after. The Playing of D3P2/D2UE/Fizzbin, and all actions as a result of it are considered 1 “Play”.
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. You also end any option you may have to use Keeper powers or “free” Rule Actions. 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!
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”.)
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.
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
(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.)
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.
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.
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.
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.
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.
Q: What do I do if I draw a Creeper because of an Action?
A: If a Creeper is drawn by the active player, they must take the Creeper (play it in front of themselves) and draw to replace, such that all the cards they have drawn for whatever the Action indicates will contain no Creepers.
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.
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…
Q: Must attaching Creepers be attached at the first available opportunity, or only are they only attachable when first played?
For example, if an attaching Creeper is played when there is no appropriate Keeper to attach to, does it stay unattached forever (or until the Action Creeper Reassignment is played), or does it attach to the next available Keeper which accompanies it in play? In other words, does it only attach if there are (appropriate) Keepers in play when it goes down on the table, or will it attach to Keepers played later?
A: The text on attaching Creepers states “If you have any [appropriate Keepers] in play, you much choose one to attach this to.” This property is not limited to the moment when the Creeper is first played. If there is no appropriate Keeper to attach to when it is played, it will attach to the first appropriate Keeper that arrives.
Q: What does it mean when a card says its action is a “free play” or a “free action”? Does using a special ability listed on a Keeper or Creeper count as a Play?
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.
Q: What counts as a “special power” that might be impaired by an attaching Creeper?
any of these?
Card text (paragraphs)
Card title or name
Card Type (special symbols)
A: The special powers referred to on Creepers that can be canceled out are found in the paragraphs describing any special actions or abilities related to having a given Keeper in play. There’s nothing special about a card being a Keeper, or about the name (there are no “names” of cards that give you any abilities are there?) Doom/anti-doom counters are also a separate concept, unaffected by Creepers: Doom is a quality, not an ability.
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.
Q: Can a Surprise card be played to stop a card played previously during someone’s turn?
Example 1: Player A plays a Keeper, and then plays a Goal card to win. Player B plays That’s Mine (the counter-Keeper Surprise) to cancel Player A’s Keeper card hoping to cancel the win. Conversely, maybe Player A played a Goal, then a Keeper, and Player B tried to use Canceled Plans (the counter-Goal Surprise).
Example 2: Player A played the That’s Mine as an in-turn card and stole the Computer from Player B. Then Player A set down a Keeper. Player B then played a Surprise card, claiming that the wording on the card says it may be used on the Surprise card just played.
Example 3: Player A played Draw 3 Play 2 Of Them, drew three cards, and one of them is a Goal that let them win, so they played it. Player B then played Stop That (the counter-Action Surprise) to try to cancel the playing of Draw 3 Play 2, hoping to cancel the win.
A: In all of these cases, Player A’s actions stand, as the Surprise has been played too late. The counteractive Surprise must be played IMMEDIATELY after the card you wish to counteract. It also doesn’t apply to “the most recently played card of the target type played this turn.” Once another card of any type has been played, or a subsequent resulting action taken, it becomes too late to retroactively stop a previous card play with a Surprise.
Don’t be that person needing to ask for a special exception to the rules, and make sure the new players you’re teaching understand: Surprises need to be used in a timely manner. Whenever you have one in your hand, acquaint yourself with its power right away so that you can make a snap decision about whether to use it, since, if you hesitate too long, your opportunity is likely to pass.
So are there ever exceptions? It depends how relaxed you want to play, and how everyone is getting along. If Player B was a less-than-experienced player, it’s highly likely that it just took them a little while to read their own Surprise card to realize that it could be used in that way. If the results of a rewind are relatively inconsequential, one might cut them some slack. If Player A somehow anticipated that Player B was going to counter their play, and took their next action with barely a blink then that’s a bit rude. But if there was a heated disagreement, please do fall back on the official ruling. The ONLY reason you might choose to ignore it is if you wish to cut Player B some slack for being a n00b, or if you want to call shenanigans on Player A’s playing style for some reason.
Remember: it’s never appropriate to see the consequences of a previous card play, and THEN realize that you wish you’d stopped it before something else happened as a result of that play. In example 1, Player B probably didn’t realize that the first play would result in the win until the second card was played. In example 3, Player B couldn’t know when Draw 3 Play 2 was played that it would result in a win. Too bad. No exceptions for those cases.
This is where careful ordering of your plays and a good poker face are important so as not to broadcast your intentions. And people say there’s no strategy in Fluxx…
Q: If someone cancels one of my plays with a Surprise, do I get the card back, and still have that play to use?
… or does the card that was canceled go in the trash (or to my opponent in the case of That’s Mine), and my attempt has used up one of my plays?
See this answer in a video!
A: No, it’s that second thing you said: the card that got canceled goes away, and that play has been squandered. On the other hand, your opponent had to give up a card from their hand as well, so it’s not as though it’s without sacrifice on their part too.
Q: If a surprise card can cancel out other surprise cards can a 3rd (or even 4th) surprise card be played consecutively?
Q: With That’s Mine (That Be Mine, Twist Of Fate) played out of turn, if someone uses the Steal a Keeper card, will this Surprise card allow you to take the Keeper they have just stolen?
A: No. They didn’t actually play the Keeper card, they simply got possession of that Keeper by playing an Action. All you could do here would be to stop the Action itself using the Stop That! (Avast! Belay That! The Stars Are Wrong!) Surprise. Using that would not gain you the Keeper they were stealing. It would only stop them from stealing it.
Q: If I use the “during my turn” part of a surprise card on my turn, does that count as a play?
Q: Can one ever use the out-of-turn function of a Surprise during one’s own turn?
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.
Q: Can you use the out-of-turn option on Canceled Plans to nullify a goal you are forced to play during your turn that would cause someone else to win?
A: No. In general, you can’t use the out-of-turn portion of a Surprise during your turn, moreover the Canceled Plans card specifically says it is used to stop a Goal which another player has just played.
Q: With Canceled Plans played out of turn, does this card only discard a Goal that a player has just played or an existing goal on the table?
A: Only the Goal just played.
Q: Can Canceled Plans prevent someone from winning the game? What about That’s Mine?
Player #1 contends that he won the game because the rules say that as soon as a goal is achieved the game is over and no other actions/cards can be played. Player #2 says that no, the Surprise card overrides the general rule and cancels the playing of the goal and therefore the game does not end. Which is true?
A: Yes. If the Canceled Plans card played is played immediately, it cancels the Goal and play continues to the next person. That is the intent of the card.
It works the same way for That’s Mine. If the winning play is a Keeper, That’s Mine can be used to cancel that play, preventing the win.
Again, Surprises are meant to be able to work this way… but you have to be using the correct Surprise for the type of play you’re canceling – and you must play your Surprise in a timely manner: say, within a few seconds of the player playing their card.
For more nuanced suggestions about how to resolve some tweaky timing issues, check
When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?”
Q: Does a counter-Surprise count as a Play for the person whose turn it is?
If I play a card on my turn and another player plays a Surprise to cancel it, then I play another Surprise to cancel the first one, since it’s my turn, does mounter Surprise count as a Play for me?
A: It does not count as a play. It’s sort of meta-out-of-turn.
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) 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?
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.
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.
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.
Q: Regarding Canceled Plans and Stop That, if you play them during your turn, it says “All other players must discard one Goal/Action, or a random card, from their hands.” Does that mean players get a choice?
Or must you discard a Goal/Action if you have one, and a random card only if you don’t?
A: Players get to choose. They may either look at their cards and select a Goal/Action to give up, or they may select a random card from their hand to give up. Of course, if they don’t have any Goals/Actions, they can only opt to lose a random card.
Note that random means RANDOM. They don’t get to decide which card they give up in this case. They can do this either by mixing their own hand face down, and pulling one out without looking, or they can have you pull one from their hand as they hold it up facing themselves.
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.
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.
• Do your extraneous Creepers say that they keep you from winning? (Almost all Creepers do, but if they don’t then go for it.)
• Is there a Rule in play that lets you win even if you have Creepers? (There are a couple of these, depending on which versions you have.)
• In Batman Fluxx, if the Goal requires a Villain, Villains don’t prevent you from winning. However, if the Goal does NOT require a Villain, then Villains ANYWHERE prevent you from winning.
• In Nature Fluxx (aka EcoFluxx) all Creepers prevent everyone from winning, regardless of who has them.
Q: When Double Agenda goes into play, does the next Goal played have to go in the second slot?
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. So does the Rich Bonus. 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.
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:
Share the Wealth
The Grand Ball
Keepers & Creepers
Mix It All Up
It’s a Cyclone!!!
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.
Q: For Everybody Gets 1, do I get to look at the cards before I hand them out to people?
The card reads, in part “You decide who gets what.” My brother thinks I should hand them out without looking at them, but I think I get to look at them so that I know what they all got, but they only know what they each got.
A: As you have surmised, there is indeed no meaning to the phrase “you decide who gets what” unless you get to look at all the cards before you hand them out (yes, the intention is that you hand them out face down so that each person only knows what they themselves got).
Many people’s first instinct upon seeing someone else play this card is to simply reach forward and draw from the deck themselves, as if it were indeed intended to be random, but most, upon a careful reading of the card, come to the correct conclusion.
Since we have plenty of room on this card, we started implementing clearer text on this card in 2016:
“You look at the cards and decide who gets what, dealing them out face down to each player.”
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.
Analogues of Mystery Play include (some with slight variations such as conditional requirements for use):
Wormhole in Star Fluxx, Star Trek Fluxx, Star Trek: TNG Fluxx, Star Trek: Voyager Fluxx
Magic Shoes in Oz Fluxx
Egads! in Batman Fluxx
Open The Door in Monster Fluxx
Magic Portal in Adventure Time Fluxx
Chemical X in Cartoon Network Fluxx
Time Doorway in Regular Show Fluxx
Shiny! in Firefly Fluxx
Great Idea! in Stoner Fluxx
Q: Can I apply cards that work on Keepers to Creepers as well?
For example, in Monty Python Fluxx, if I play Steal a Keeper, am I allowed to steal a Creeper instead?
Does a Keeper Limit allow me to discard creepers?
A: Keeper means Keeper, not Creeper. That’s why we changed the wording on “Trash a Keeper” to “Trash Something” so that it could mean both. But for “Steal a Keeper” it’s still just Keepers. Same with Exchange Keepers. It only applies to Keepers.
(I [Alison] wanted to name it “Trash a -eeper” but for some reason that didn’t fly.)
There is no limit to the number of Creepers you can have in front of you.
Q: If you draw a Creeper with Wormhole, you play it and then redraw. What if you draw yet another Creeper?
A: You keep drawing until you get a non-Creeper. Of course, this also applies to:
Analogues of Wormhole (found in Star Fluxx) include (some with slight variations such as conditional requirements for use):
Magic Shoes in Oz Fluxx
Egads! in Batman Fluxx
Magic Portal in Adventure Time Fluxx
Time Doorway in Regular Show Fluxx
Shiny! in Firefly Fluxx
Great Idea! in Stoner Fluxx
the following have a Wormhole analogue, but do not have Creepers naturally occurring in the deck:
Mystery Play in Fluxx 5.0 and SE
Open The Door in Monster Fluxx
Chemical X in Cartoon Network Fluxx