Stoner Fluxx FAQ

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

Q: Does using a special ability listed on a Keeper or Creeper count as a Play?

A: No, using any special powers or abilities listed on Keepers or Creepers does not use up one of your plays for your turn.

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Q: If I choose to Get on With It or Swap Plays for Draws, and I end up getting Creepers when I draw, can I still use Free Actions or Keeper powers to get rid of them?

A: Well you can… just not until your next turn.

When a player chooses to take either of these Free Actions, the effect is simultaneous with their turn ending immediately. Most notably, this means that if you draw any Creepers with your draws from Swap Plays or Get On With It, you’re stuck with them until your next turn, even if there are conditions which allow you to trash or give them away on your turn. Your turn ended immediately with the draw, so that window is over.

For more info on when you can do what during a Fluxx turn, see the link at the bottom of the right sidebar: Order of Events in a Fluxx Turn

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Q: Who has Looney Labs donated proceeds of Stoner Fluxx sales to?

A: Looney Labs has donated a portion of the proceeds from Stoner Fluxx to various drug policy organizations since this title was first published. Here they are, listed roughly in the order which we originally donated to them (from earliest to latest) We have donated to most of these multiple times over the years, so the order is not exact.

The MPP Foundation (Marijuana Policy Project)
Drug Policy Alliance
The NORML Foundation (National Organization for the Reform of Marijuana Laws)
The DrugSense Initiative
• Law Enforcement Against Prohibition (now renamed and refocused as the Law Enforcement Action Partnership)
The November Coalition
• DRCNet (Drug Reform Coordination Network) aka StopTheDrugWar.org
Students for Sensible Drug Policy
• Safer Alternative for Enjoyable Recreation (SAFER)
CAN-DO (Clemency for All Non-violent Drug Offenders)

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Q: Do face-down Keepers still count towards Keeper Limits? What about Keepers hidden under another Keeper?

…for example a Keeper turned face down via Camouflage or, in very early versions, Government Cover-Up or Secret Data.

A: Yes, you must count face-down Keepers when you are counting your Keepers in play. Though they do not count as “in play” for purposes of using powers or winning Goals (though you can usually reveal them at any time) you still own them as generic “Keepers” for the purposes of Limits.

If you have a number of Keepers hidden under another card, however, as with the Treasure Map in Pirate Fluxx (or the Secret Stash, a Stoner Fluxx promo), those are all counted as just “one Keeper” (the one Keeper showing on the top of the other card/s).

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Q: If I’m drawing multiple cards on my turn, and I draw a Creeper that makes me win, do I have to finish drawing the rest of the cards for my turn?

A: Yes, you must finish drawing the rest of your cards for your turn – you might draw another Creeper which would prevent your win. You must accept any and ALL Creepers acquired during your initial Draw phase before assessing win conditions.

Consider the initial Draw phase to be all one simultaneous thing. Think of it this way: not everyone draws one… card… at… a… time. Some grab the total number for the Draw, add them to their hand, then deal with Creepers at that time, putting them immediately into play, and drawing to replace. Differences in draw style should not affect the outcome of the game.

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Q: If I have Weed and the Mooch on my turn, and my Weed goes to another player, can I give them the Mooch at the same time as the Weed?

…If we have a draw 1 play 1 situation and I play Exchange Keepers, trading my Weed to another player, can I give the Mooch along with weed? Or must I wait until my next turn?

A: Yes, it’s true that you can only get rid of the Mooch on your turn, but even if the rules are at Play 1, your turn is not technically over until you have taken (or declined to take) any Free Actions available to you (like moving the Mooch to someone else who has Weed). We’d recommend doing it as two steps so that it doesn’t seem confusing, or invite challenges:

1) You play Exchange Keepers and trade your Weed for someone else’s Keeper.
2) The Mooch realizes that there’s Weed somewhere else, and goes there.
3) Are there any other Free Actions you have yet to take? (like, for example Goal Mill, Get On With It!, Great Idea, or It’s 4:20 Somewhere!)
4) Done taking them or decided not to take them?
5) Now you commence things like taking care of Hand or Keeper Limits
6) NOW your turn is REALLY over.

Here’s a chart we made about when certain things happen in a Fluxx turn (it gets complicated, we know)

Just as a side-point, note that if you have Weed, and someone else also has Weed, you can move the Mooch away from your Weed to their Weed on your turn. They may, of course, move the Mooch back to you on their turn, but at least you’ll be Mooch-free for a little while.

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Q: If someone stopped my play with a Surprise, and then I used Mystery Play, and drew a Surprise, can I use that to counter their Surprise?

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

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

* Or any of its analogues below:
Mystery Play in Fluxx 5.0, SE, Remixx, Astronomy, SpongeBob, and Wonderland
Mythtery Play in Fantasy
Wormhole in Star, Star Trek TOS, TNG, and Voyager
Shiny! in Firefly
Allons-y/Geronimo! in Doctor Who
Spontaneous Reaction in Chemistry
Egads! in Batman
Unknown Variable in Math
THWIP! in Marvel
(the Infinity Gauntlet Keeper in Marvel has this as its special power as well)
Great Idea! in Stoner
Magic Spell in Fairy Tale
Magic Portal in Adventure Time
Magic Shoes in Oz (if you click your heels together three times)
Open The Door in Monster (if the Spooky Door is in play)
Open A Gift! in Holiday (if The Gift is in play)
Chemical X in Cartoon Network (if at least one Powerpuff Girl is in play)
Time Doorway in Regular Show (if the Time Machine is in play)

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Q: It is possible to use Get On With It if the rules are only Play 1?

… The wording “final play” makes it seem as if there’s more than one play needed….

A: If you have only one Play (or only one card to play, even if the rules allow more) then that one card would be both your first and your final play. So yes, there IS a final play, even if you’d only be playing one card.

So, in order to use Get On With It, you’d have to do it before your final play, i.e. before your ONLY play. You’d just not take your Play for that turn, and do Get On With It instead.

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Q: If I decide to use Swap Plays For Draws, or Get On With It, and I draw Creepers during the execution of that option, can I ditch them immediately if conditions allow it?

…For example, in Stoner Fluxx, the Mooch can be given away to another player who has Weed, or Munchies can be trashed by “eating” any food Keeper on the table.

A: Unfortunately, no, you’re stuck with those. The Free Action associated with those New Rules is considered to be simultaneous with your turn ending immediately, which means that Creeper giveaways or discards which can only happen on your turn cannot be executed, even if conditions allow it.

Creepers with potentially immediate “on your turn” disposal include:

Shackles (Pirate Fluxx): On your turn, you can discard this along with one of your Booty Keepers in play (yes, it has to be yours).
Mooch (Stoner Fluxx: On your turn, you can give this away to another player who has Weed in play.
Munchies (Stoner Fluxx): On your turn, you can discard this by discarding ANY Food Keeper in play (yes, you can discard someone else’s Food).
Hangover (Drinking Fluxx): During your turn, you can give this away to anyone who has more Drink Keepers in play than you.
Party Foul (Drinking Fluxx): During your turn, you can discard this if you also discard one of your Drink Keepers in play (yes, it has to be yours).
The Master (Doctor Who Fluxx): During your turn, you can give this to anyone with the Doctor.
Dalek (Doctor Who Fluxx): During your turn, you can discard both this and any Doctor in play.
Weeping Angel (Doctor Who Fluxx): During your turn, you can give this to any player with the TARDIS.

Note that the following Creeper situations are instantaneous and do NOT depend on it being your turn:

Taxes (4.0 or Creeper Pack): If you have Money on the table, discard both that and this.
Drought (Eco/Nature Fluxx): Discard this if either Flood or Water is anywhere in play.
Zombie Repellent (Zombie Fluxx): This Keeper prevents you from ever having Zombies, deflecting them immediately away to another player.

There are several other Creepers which can only be discarded if you’ve had them since your last turn, or have them at the beginning of your turn, so this question will obviously not apply to those as well.

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Q: If I play No Buzzkills, can I discard Creepers in front of others, or only in front of myself?

A: We used the words “any and all” so that it would include Creepers that might not be in your possession. Maybe you don’t currently have the Mooch, but you’re tired of him being on the table, and you’d really like to be able to play your Weed without worrying he’ll show up uninvited. There are plenty of reasons a Creeper might be bumming you out even though it’s not in front of you, so go for it.

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Q: Does Double Agenda include the playing of a second Goal as part of it’s effect?

…Double Agenda says “A second Goal can now be played…” The person I was playing with thought this meant they automatically got to put a second Goal down as part of the Double Agenda play.

A: Double Agenda allows there to be two Goals at the same time, but playing a second Goal (or even first if you’re really early in the game!) still uses up one of your plays for your turn.

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Q: How do I handle Creepers which are dealt to me at the beginning of the game?

A: Some versions of the rules deal with this explicitly, and some don’t, so we’re answering this here in the FAQ, just in case there is any confusion.

Creepers may not be held in your hand, so if you get a Creeper as part of your dealt hand, you put it on the table in front of you (play it pre-game, essentially) and draw to replace. If it’s another Creeper, continue until you have a starting hand containing zero Creepers.

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Q: If I have Weed on the table, and someone plays The Mooch, can they move him to me immediately?

A: Yes, someone can move the Mooch to you as soon as they play it. But if there’s someone else besides you with Weed on the table, then, when your turn rolls around, you can move him away, since the card simply says “During your turn, you can move this to any player who has Weed on the table.” If you’re the only one with Weed in play, however, you may be stuck with him for a while.

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Q: Does the Mooch travel with Weed if it is stolen?

A: The Mooch is not technically an attaching Creeper like some others, so he does not simply travel with the Weed when it is stolen. He is merely attracted to the Weed and chases after it if it’s around, and he’s not that fast on the pickup. So he doesn’t go with the Weed immediately if it moves, but as soon as your next turn rolls around, you can move him away to wherever the Weed is.

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Q: What are the differences between Stoner Fluxx 2.0 and 2.1?

A: The times, they are changing and so did the Stoner version of the card game that changes…

Four message & ad cards were dropped:
Marijuana is Good Medicine
Take a Trip to Amsterdam!
Dedication/Further Reading
Have you played the other Fluxxes?

Four new cards were added in their place:
SO Hungry! (Goal)
Any Friend of Theirs… (Goal)
I Just Had This Great Idea! (New Rule)
Goal Mill (New Rule)

Also, one set of cards underwent a minor but notable wording change. On the 5 cards with the orange warning boxes, the text of those boxes was changed to: “Warning: Doing what this card says may still be illegal for you. Please follow local regulations.” (Those cards are: Toke, Everybody Toke, Weed Bonus, Toking Area, and It’s 4:20 Somewhere.)

Lastly, the mini fold-up catalog was included and the rulesheet was given full color.

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Q: What happens if I play an Action that causes my turn to end immediately in the middle of Draw 3 Play 2 or Draw 2 & Use Em (or Fizzbin, or Goal Bonanza)?

…Since these cards are all played as part of a single play, would the player get to finish playing them out, or would their turn just stop? And if it just stopped, what would happen to any unplayed cards? We’ve been letting the player keep them.

A: The clear answer is that if you decide to play one of these turn-ending Actions, your turn would end immediately, and you would not get to continue playing cards from your temporary mini-hand (in other words, no, you would not get to finish playing D3P2/D2UE.

Of course, in the case of Fizzbin, you don’t get a choice as to the order of cards played, but that card most closely resembles D3P2/D2UE, since you set your main hand aside, and are working from a temporary hand of extra cards to execute the Fizzbin.

Using the optional Free Action Rule Goal Bonanza also creates a sub-hand with your main hand set aside. While it’s not in any decks with turn-ending Actions, it’s in the More Packs, which could be added to any deck, including those with turn-ending Actions.

However, there is NO way that any remaining cards would go back into your set-aside hand. They are never intended to go into your actual hand at all, as indicated by the requirement to set your hand aside. Any cards left unplayed when you played the turn-ending card are discarded. If you wanted to play them, you should have done it before the turn-ending card.

Brain Transference: Discard remaining cards in your temporary hand and trade places with the player of your choice. Turn ends.
Time Portal: Choose a card as described and add to your set-aside hand. Discard remaining cards in your temporary hand. Turn ends.
What Do You Want: If you choose to take a Keeper or Goal out of the discard, it goes into your set aside hand. Discard remaining cards in your temporary hand. Turn ends.
I’ll Be In My Bunk or I’ll Be Right Back: This card does not specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.” Discard any cards remaining in your temporary hand. Leave the room.

Swap Plays For Draws and Get On With It, while they do involve having your turn end immediately, are New Rules, not Actions, so, as you can see from this answer, things would work a bit differently:
See: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?

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Q: Can I use Get On With It if I played my only card, but the Play rule says to play more? Does that count as “before my final play”?

…I had one card in my hand, with Play 4 in effect. I played my card, an Action card which was then discarded. I wanted to claim to able to get 3 new cards because “Get On With It” which was on the table says I could since I had discarded my hand and had 4 – 1 = 3 plays left.

A: In order to take the option to Get On With It, you must be sacrificing (at least) one of your Plays, and you must be discarding a hand of at least one card.

The most obvious issue is that, at the point when you wanted to Get On With It, you didn’t discard your hand. You played an Action, and now your hand is empty. You have to have something to discard in order to discard something. Your hand has to exist in order to be discarded.

The second issue is almost a side effect. We would not consider you to “have plays left” if you have no cards to play. In this case your first play WAS your final play, so you can’t take this option because it’s not before your final play. In order to have a final play, you have to have a card to play.

The whole thing follows logically, since the card/s you could have played – but didn’t – will be remaining in your hand, and therefore among the cards you’re throwing away.

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

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Q: It seems like Get On With It or Swap Plays for Draws would contradict Play All. Would putting either of these into play cause Play All to be discarded?

A: No. The instructions on Get On With It (or Swap Plays for Draws) only temporarily override the instructions on Play All and only on the turn of the player using it. Since choosing to use one of these is optional, simply putting either of them into play doesn’t contradict Play All, so you wouldn’t discard Play All just because you played one of them (nor vice versa!)

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

A: It’s true, the Creeper card does say “immediately draw another card to replace it” but this doesn’t mean you replace the Creeper on the table, discarding it. This means “replace the Creeper in the number of cards you drew.” If you needed to draw 3 cards, and you drew them and one of them was a Creeper, you play the Creeper and draw another card, because that Creeper doesn’t count as one of the 3 cards you needed to draw (neither does it count against the number of cards you get to Play on your turn), so you have only drawn 2 cards, so you still need to draw a third.

You’re not replacing the Creeper from it’s place “in play” (i.e. on the table). You’re just replacing the card “lost” as part of your draw count because it was a Creeper. The idea is that Creepers go into play automatically, whether you want them to or not. They’re usually a problem for you, and you have to work to get rid of them (though sometimes you need them for Goals, otherwise, they hinder you).

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Q: What cards have effects that include ending my turn immediately if I play/use them?

A: Cards (Actions) that end your turn immediately if you play them:

Brain Transference: Star Fluxx
Clean Cup!: Wonderland Fluxx
Time Portal: Star Fluxx, Doctor Who Fluxx, TNG Fluxx, Voyager Fluxx,
What Do You Want?: Star Fluxx, Oz Fluxx, Doctor Who Fluxx
I’ll Be In My Bunk: Firefly Fluxx
I’ll Be Right Back: Fluxx Remixx
(These last two cards don’t specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.”)

Cards (Rules) that end your turn immediately if/when you execute them, but not when you play them:

Swap Plays for Draws
Get On With it
Play All +1 (not optional, but see below)

Free Action Rules are optional, so you could choose not to use one that will end your turn immediately. While Play All +1 is not optional, you have some options about when you choose to take that final +1.

Also see:

Also see: Order of events in a Fluxx turn

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Q: What happens to the two Goals when Double Agenda is trashed?

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

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Q: What are all the different cards in different versions where you get to draw the top card and play it immediately?

A: There are many analogues to Wormhole (the first one we made) or Mystery Play (the most generic one). Some may require a token action (click your heels together to use Magic Shoes in Oz Fluxx, for example) or condition (if a certain card is in play) to activate them but they are essentially all the same kind of card.

Mystery Play in Fluxx 5.0, SE, Remixx, Astronomy, SpongeBob, and Wonderland
Mythtery Play in Fantasy
Wormhole in Star, Star Trek TOS, TNG, and Voyager
Shiny! in Firefly
Allons-y/Geronimo! in Doctor Who
Spontaneous Reaction in Chemistry
Egads! in Batman
Unknown Variable in Math
THWIP! in Marvel
(the Infinity Gauntlet Keeper in Marvel has this as its special power as well)
Great Idea! in Stoner
Magic Spell in Fairy Tale
Magic Portal in Adventure Time
Magic Shoes in Oz (if you click your heels together three times)
Open The Door in Monster (if the Spooky Door is in play)
Open A Gift! in Holiday (if The Gift is in play)
Chemical X in Cartoon Network (if at least one Powerpuff Girl is in play)
Time Doorway in Regular Show (if the Time Machine is in play)

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Q: If a Goal requires something + either of two Creepers. Can I win if I have both Creepers?

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) it is an “inclusive or” (and/or). An exclusive or would mean one or the other, but not both, whereas an inclusive or means one or the other or both.

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.

It would be difficult to find all of them to list them here, but we will tag various applicable Goals as they are brought to our attention.
Terrifying Inspiration (Cthulhu Fluxx)
Q Who (Star Trek TNG Fluxx)

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Q: Can I discard someone else’s food Keeper to get rid of my Munchies?

A: Yes. With the Munchies, you can discard ANY player’s food Keeper.

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Q: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?

A: You could certainly put either of these New Rules (Get On With It, or Swap Plays For Draws) into play as part of an Action like Draw 3 Play 2 of them (D3P2) or Draw 2 and Use Em (D2UE), or Fizzbin (or your cards drawn via the Rule Goal Bonanza) but you could not utilize their functions while in the middle of executing one of these cards. While all four of these Actions/Free Actions do give you a sort of temporary hand, you can’t substitute it for your real hand to “discard and draw back up to 3”, for example.

You would either need to invoke Get On With It! before the Free/Action with the temporary hand is played or after. The Playing of D3P2/D2UE/Fizzbin/Goal Bonanza, and all actions as a result of it are considered 1 “Play”.

See also: What happens if I play and Action that causes my turn to end immediately in the middle of Draw 3 Play 2 or Draw 2 & Use Em (or Fizzbin, or Goal Bonanza)?

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Q: If a card says “Your turn ends immediately,” but Play All is in effect, which takes precedence?

A: When you play an Action or use a New Rule card says “your turn ends immediately” it means it’s specifically overriding any Play rule that might otherwise require you to keep playing cards on this turn. You also end any option you may have to use Keeper powers or “Free Action” Rules. If it says “your turn ends immediately” then your turn ends immediately – so make sure you’re all done with stuff before you play/use one of these cards!

See: Q: What cards have effects that include ending my turn immediately if I play/use them?

Also see: Would putting either of these two into play cause Play All to be discarded?

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Q: For Poor Bonus, is 0 Keepers fewer than 1 Keeper? For Lowest Score (in Math Fluxx) is 0 less than 1?

Does one have to have at least one of something to be “in the running” at all?

See this answer in a video!
Little Answers

A: Zero Keepers is indeed fewer than one Keeper. A score of zero is indeed lower than a score of one. No, you do not have to have at least one of something to be eligible for the competition.

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

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

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

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

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

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

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Q: If something is played where “your turn ends immediately,” does it mean that you are not subject to the hand and Keeper limits that turn?

A: No. Hand and Keeper Limits apply to you when it’s not your turn, so you would observe them as soon as your turn ends.

See also: Q: What cards have effects that include ending my turn immediately if I play/use them?

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Q: What do I do if I draw a Creeper because of an Action?

A: If a Creeper is drawn by the active player, they must take the Creeper (play it in front of themselves) and draw to replace, such that all the cards they have drawn for whatever the Action indicates will contain no Creepers.

For example, if I play Everybody Gets One, then I, as the active player, am the one drawing cards. As such, I have to take all the Creepers I draw, redrawing until I’m holding enough non-Creeper cards to give 1 to each player including myself. In a deck with a lot of Creepers, anything that makes you draw cards is a liability!

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

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

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

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

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

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

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Q: If Double Agenda is on the table, and each Goal requires a different Creeper can you win by fulfilling both Goals?

For example, if the Goals were He Bravely Ran Away (requires the 3-Headed Giant) and Rabbits of DOOM (requires the Killer Rabbit).

A: No, not if they are two different Creepers like this. The 3-Headed Giant you need to win with He Bravely Ran Away prevents you from winning with Rabbits of DOOM, while the Killer Rabbit you need for that prevents you from winning with He Bravely Ran Away.

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

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

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

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

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

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

See this answer in a video!
Little Answers

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

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

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

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

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

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

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Q: Does the Rule Mystery Play require one to play the specific card flipped up from the top of the deck?

My friends think you can add it to you hand, and play some other card from their hand.

A: You are correct, your friends are incorrect. You pull the top card off the deck, and immediately play that card. You do not get to add it to your hand, or play any other card from your hand.

Also see: What are all the different cards in different versions where you get to draw the top card and play it immediately?

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Q: Do Keeper Limits apply to Creepers as well?

A: No. There is no limit to the number of Creepers you can have in front of you.

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Q: If you draw a Creeper with Mystery Play (or any of its analogues) you play it and then redraw. What if you draw yet another Creeper?

A: You keep drawing until you get a non-Creeper.

You may be seeing this question because it relates to a deck with a Mystery Play analogue (a card with the same or nearly the same functionality, but a different name). To see all of the Mystery Play analogues, check out the Fluxx Card Comparison Chart, (also linked in the lower part of the right sidebar).

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