FAQ for Fluxx (unthemed versions)

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 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: If I was looking specifically for Rules Escalation or No Creepers, how can I tell which Fluxx 4.0 decks have which Meta Rule?

AQ: It’s pretty hard to find Fluxx 4.0 decks at this point, but if you wanted to make sure you were getting one or the other (by emailing a seller, for example), each print run has a specific number. It’s a tiny six digit number over the bar-code (not the bar-code number that’s under the bar-code, but a small number above it).

Any Fluxx 4.0 print run number 348980 and above will have No Creepers. Any 4.0 print run number below that will have Rules Escalation. The latter would still be a fun promo card to add, so I’m putting it on a list to propose making next time we print promo cards, so that will probably come back into print as a single loose promo card. No idea when, sorry. It depends when we get low on several other promo cards so we are sending a request over to our promo card printer partner.

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

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

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Q: What happens with Hand Limit 0 and Play All in effect, if I draw 1 and play it, and it increases the Draw?

…Do I get to play those cards because of Play All, or do I have to discard them because of the Hand Limit 0?

A: You must play those extra cards because of Play All. Hand Limits only apply to you when it’s not your turn, and when you played the Draw increase, you extended your turn. You need to keep playing, and would only need to comply with the Hand Limit if one of the subsequent cards you played changed or removed the Play All rule.

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

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

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

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

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Q: What happens if I 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.

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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?

…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.

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?

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

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

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

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

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Q: 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: 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.

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

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

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Q: If someone plays Rock-Paper-Scissors Showdown out of their Draw 3 Play 2 mini-hand, and loses, do they lose the mini-hand, or their main hand?

A: Whenever something played during Draw 3 Play 2 affects your “hand” it means your real, set-aside hand, never your “temporary mini-hand”. So you’d give up your actual hand if you lost.

That said, if you still had one more card to play from the Draw 3 Play 2, you’d still complete that. It’s even possible that you could recover cards back to your newly emptied real hand, via… I don’t know… Jackpot, Everybody Gets 1, or just a Draw increase (you’d draw the difference between your original draw and the new draw, and these newly drawn cards would go into your newly emptied hand).

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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
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 “free” Rule-based 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 concludes with their turn ending immediately.)

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Q: For Today’s Special, does it have to be a holiday you celebrate yourself, or could it be any recognized holiday?

A: We would rule that any legitimate holiday you can think of should work. No making stuff up… “Yeah, it’s National Elevator Day! That’s the ticket!”… unless it really is National Elevator Day. You don’t have to specifically celebrate that holiday yourself.

It may be a good idea to apply a house rule about “no looking up today’s date during the game to see if what holiday it might be.” I think in our house, we’d probably rule that you could use the internet to verify, but not search for a holiday mid-game. But that would be up to your gaming group.

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

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

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

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

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Q: What edition of “basic” or “original” (unthemed) Fluxx do I have?

A: If you’re not sure which edition you have, or whether your Fluxx set should have Creepers, here are links to the card lists for every version of “basic” Fluxx, in order. Only 4.0 had Creepers.

If you’d like to know which other versions of Fluxx have Creepers, check out the Fluxx Complexity Factors chart

Note that for most of these, the edition number is listed on the box panel with the bar code.

Fluxx 1.0
CARD LIST
• wider cards
• single piece tuckbox with one stack of cards
• no color anywhere on the cards or box
• no card stripes, just card title along left edge
available in our webstore

Fluxx 2.x (2.0 and 2.1)
CARD LIST
• color logo on black box
• single piece tuckbox with one stack of cards
• color stripes
• black and white art
Long out of print. Sorry.

Fluxx 3.0
CARD LIST for 3.1, with notes about 3.0.
• color logo on black box
• single piece tuckbox with one stack of cards
• black and white art
• HAS Go Fish and I Need A Goal
• does not have Jackpot.
3.0 available in our webstore

Fluxx 3.1
CARD LIST for 3.1, with notes about 3.0.
• color logo on purple box
• single piece tuckbox with one stack of cards
• black and white art
• HAS Jackpot
• does not have Go Fish and I Need A Goal
Out of print. Sorry.

Fluxx 4.0
CARD LIST
• color logo on purple box
• two part lidded box holds two stacks of cards side by side
• all artwork is in color from this edition onwards
• only version with Creepers
Out of print. Sorry.

Fluxx SE
CARD LIST
• yellow logo on red & purple box
• tuckbox with hangtab, holding two stacks
• all artwork is in color
available in our webstore

Which printing of Fluxx SE do I have?


Fluxx 5.0
CARD LIST
• color Logo on black box
• two part lidded box holds two stacks of cards side by side
• all artwork is in color
available in our webstore

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Q: I bought “regular” Fluxx. Where are the Creepers?

A: Fluxx originally had no Creepers. When they were invented for Zombie Fluxx, we retrofitted various decks which had not had them to now include them. Those included EcoFluxx (now Nature Fluxx) and Fluxx 4.0.

What we did to retrofit them to the “basic” card set was make War, Taxes, and Death into Creepers instead of Keepers (makes perfect sense, right?) and added a fourth Creeper, called The Radioactive Potato, which we’d experimented with as a promo card. We then had to tweak other various things about the deck to make it all fit together now that there were Creepers.

Of course we got a lot of complaints from fans when we added them. Those tapered off as Fluxx 4.0 became the new normal. As we started to develop a deck that could potentially go into the mass market, we found we agreed with many of the original commenters that having Creepers in the deck made it harder to teach new players, so, of course we made Fluxx “Special Edition” (SE) without them. This went so well that we felt we needed to move on to 5.0 and make the removal of Creepers official.

Unfortunately, since Fluxx 4.0 was the main version for such a long time, there are many people who had that version as their first intro to the system. Naturally, when they go to pick up their own set, they are confused and dismayed to find the Creepers they remember fondly are now missing.

For those wishing they could still get them, we are hoping to produce a Creeper Pack which would enable players to add the Creepers back into Fluxx 5.0, but we don’t have a timeline for that yet.

If you want to know which other versions of Fluxx have Creepers, check out the Fluxx Complexity Factors chart

If you wanted to use Blanxx to make your own homemade Creeper Pack, it’s actually a bit more complicated than just adding those Creepers back into the deck. It would have to look like this:

First of all, the deck you’re adding to must already have the following cards in it. If it doesn’t, you’ll have to make the missing cards with your Blanxx as well.

Keepers
• Money
• Chocolate
• Peace (only SE does not have this)
Note that Peace will acquire a special interaction with the War card which you need to keep in mind, or possibly write on the card: “If you have War, move it to another player if you have this on the table.”

With the Blanxx, you’ll need to create (unless you have some of these, possibly from a pre-Creeper version?) If you’re using Blanxx, you’ll need a minimum of 4 packs, or 5 if you want to create the three “substitute” cards instead of modifying the Keeper-only versions you probably have.

Creepers Note special Creeper powers in addition to preventing victory.
• War “If you have Peace, you must move it to another player.”
• Death “If you have this at the start of your turn, discard something else you have in play (a Keeper or a Creeper). You may discard this any time it stands alone.”
• Taxes “If you have Money on the table, discard both that and this.”
• Radioactive Potato “Any time the Goal changes, move this card in the counter-turn direction.”

Goals (all necessary unless you’re working with a pre-4.0 deck, in which case you already have them)
• Death by Chocolate
• Peace (No War)
• Money (No Taxes)
• War = Death (War & Death)
• All That is Certain (Death & Taxes)

New Rules
• Silver Lining “Creepers do not prevent you from winning unless the Goal explicitly forbids a specific Creeper.”
• You Also Need A Baked Potato “If the Radioactive Potato is on the table, it does not prevent victory – instead you must have the Potato in order to win, along with meeting the other conditions of the Goal.”

Actions (some to add, some to replace other cards, as noted. Instead of creating new cards for the three substitutes, you can add notes to the pre-existing versions to indicate they also work on Creepers)
add Creeper Sweeper “All Creepers in play are discarded.”
• add Move A Creeper “Choose any Creeper in front of a player, and move it to some other player.”

remove Share The Wealth, and substitute Mix It All Up “Gather up all of the Keepers and Creepers on the table, shuffle them together, and deal them out to all players, starting with yourself.”
• remove Steal A Keeper, and substitute Steal Something “Take your choice of any Keeper or Creeper from in front of another player and put it in front of you.”
remove Trash A Keeper, and substitute Trash Something “Take your choice of any Keeper or Creeper from in front of any player and put it on the discard pile. If no-one has any Keepers or Creepers, nothing happens when you play this card.”

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Q: Some rules say things about “when discarded”. If I use Zap A Card, the card isn’t discarded, it’s just no longer in play. Isn’t that the same thing in this case?

A: Yes, removing a card from play with Zap A Card would have the same effect as discarding it… unless it’s a Creeper, in which case it cannot be held in one’s hand, and would effectively just be moved from in play in front of one player, to in play in front of the player who Zapped it.

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Q: If I have Love, and some other Keepers, can I just discard them to win with All You Need Is Love?

A: No, you cannot freely discard a Keeper, you can only do that if an Action or a New Rule compels you to trash a Keeper. So “All You Need Is Love” is actually trickier than it seems at first.

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

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

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

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

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

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Q: Is it possible to win with 5 Keepers if there is a Keeper Limit in place? (Or 10 Cards in Hand with a Hand Limit?)

A: Yes. Because the Keeper and Hand Limits only apply to you when it’s NOT your turn, they are suspended (for you) DURING your turn. You can draw cards way up above the hand limit, and play Keepers to the table beyond the keeper limit, possibly meeting those Goals during your turn. Of course, if you don’t meet the Goal and win, you’ll have to discard down at the end of your turn.

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Q: Do Poor Bonus and Rich Bonus contradict each other, such that only one can be in play at a time?

A: No, they do not contradict one another, though they’re guaranteed not to apply to the same player at any given time. One person might have the fewest Keepers, and take that Bonus, while another player has the most, and takes that Bonus.

It IS possible, however, for one’s status as Richest or Poorest player to change during one’s turn such that one may start as the Poorest player, get to take the Poor Bonus (drawing 1 extra) then subsequently during one’s turn, play enough Keepers to become the Richest player, thereby getting to take the Rich Bonus (an extra play). One might also lose Keepers and switch status the other way, though you’d wouldn’t be able to actually utilize the Rich Bonus if you moved that direction.

Also keep in mind that in the case of ties, no-one gets the bonus.

It’s totally reasonable and possible for them to be in play together without contradicting.

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

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

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

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Q: If two players are tied to win with Ten Cards In Hand, and then a third player gets more than either of them, does the third player win?

… I know we’re supposed to “keep playing until a clear winner emerges” but shouldn’t that be just between the two players who tied?

A: Actually, when the rules say to “keep playing until a clear winner emerges,” that does mean “until a clear winner emerges among ALL the players”. So, in your example, the third player absolutely wins.

Sometimes there’s a tie, and what happens is that the tie is eliminated when the Goal goes away, and the game just continues until someone wins in a totally different way. That’s probably the most frequent way that “tied” situations are broken by continued play, actually.

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Q: Play All but 1 seems broken with Inflation.

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

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

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

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

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Q: Could you please clarify the requirements on You Also Need A Baked Potato?

The text on the card says “If the Radioactive Potato is on the table it does not prevent victory – instead, you must have the Potato in order to win along with meeting the other conditions of the Goal.”

When playing with a group, some of us read this to mean that you cannot win without the Potato at all, while others of us interpreted it to mean that you can win without the Potato as long as the Potato isn’t on the table AT ALL.

A: The second thing you said: if the Potato is on the table, then you can only win if you are the one who has it. If the Potato isn’t on the table at all, then anyone can win. Otherwise, nobody would be able to win with You Also Need a Potato if the Potato wasn’t out.

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Q: If the Goal is 5 Keepers, and one player has 5, but another player has 6 + Creepers, who wins?

A: This is actually a very tricky question. I snagged Andy, though, and we talked it over. At first it seems like player A with 5 Keepers should win, since the meet the conditions and have no Creepers, but the goal specifically stipulates that if anyone has more than 5, the player with the most wins.

We decided that in this case, there can be no winner, and the game continues until a clear winner emerges.

In a case with two players tied for Keepers, with one having Creepers, however, the Creepers would eliminate one from the running.

Note that all of these contingencies would apply similarly for the Goal 10 Cards In Hand.

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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 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)

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Q: Does Silver Lining neutralize War if it is on the table, so that I can win with Peace No War?

A: Peace No War specifically calls out War as a prohibited card to meet the win conditions. It’s not the fact that it’s a Creeper that’s preventing you from winning – it’s that it’s War specifically, which is incompatible with Peace. In fact, in previous editions of Fluxx, it was a Keeper, not a Creeper, and the conditions were the same: you can’t win if War is on the table.

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Q: Could you clarify how many cards we can eliminate with Let’s Simplify? What does “up to half (rounded up)” mean?

A: The wording on Let’s Simplify is as clear as we could make it. If we had said that you may discard up to half of the New Rules in play, and there were an odd number (for example, five of them) you wouldn’t know whether you could should round up or down. But we tell you that you should ROUND UP when figuring out what “half” is, so in this example, you know you can discard up to three.

Of course, you may discard up to half – you don’t have to discard three; you could choose to discard just one or two, or even zero if you want. Those numbers are all less than “half (rounded up) of five”.

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

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

See this answer in a video!
Little Answers

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

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

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

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

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

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

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

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Q: Do cards drawn as part of Draw 3, Play 2 of them count towards the Goal 10 Cards In Hand?

A: No. You have set your main hand aside, and cards drawn as part of Draw 3 Play 2 of Them (or Draw 2 and Use ‘Em) are not considered part of your actual hand. They exist in an alternate temporary mini-hand dimension.

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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 into play as part of an Action like Draw 3 Play 2 of them (D3P2) or Draw 2 and Use Em (D2UE), but you could not utilize their functions while in the middle of executing one of these Actions. While 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 D3P2 is played or after. The Playing of D3P2, and all actions as a result of it are all 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?

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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. 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!

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

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Q: For Poor Bonus, is 0 Keepers fewer than 1 Keeper?

Poor Bonus says: If one player has fewer Keepers on the table than any other player, that person draws 1 extra card. 1 Keeper is fewer than 2 Keepers… but is 0 Keeper (Remember it says: on the table) fewer than 1 Keeper? Do you have to have a minimum of one Keeper to even be in the running for “fewest keepers”?

See this answer in a video!
Little Answers

A: Zero Keepers is indeed fewer than one Keeper. As long as there isn’t a tie for who has the fewest Keepers, you get to draw the extra card, as per the Poor Bonus. There is no requirement for you to have at least one Keeper to be considered.

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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: How does 10 Cards in Hand work in conjunction with Trade or Rotate Hands?

If you and an opponent each have 11 cards in your hand, and you play Trade Hands, would you win because after the card’s effect occurred you had 11 while the opponent had 10, or would the opponent win as soon as the card was played and left your hand?

A: This is a tricky question. At first it seems like you should need to finish the step you were in the middle of (i.e. follow through with the hand swap), before considering the issue of someone meeting the Goal. After due consideration, Andy concluded that we must obey the underlying principle of everything happening instantly in Fluxx. So, while the trade does happen simultaneously, the card must first leave your hand (be played) in order for the trade to happen, therefore, you lose the game the moment the 11th card leaves your hand.

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Q: Can somebody win with the Goal 5 Keepers if there is a Keeper Limit of less than 5?

A: Yes, it can be done. Since the Keeper Limit rule only kicks in at the end of a player’s turn, you could play several Keepers during your turn, bringing your total to 5 and thus winning, before reaching the end-of-turn moment when you’d need to discard down to the number of Keepers indicated by the Keeper Limit.

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Q: Can I win with All You Need Is Love if Love is the first of several Keepers I would get in a Keeper-mixup situation?

Suppose the Goal is All You Need Is Love, and someone plays an Action which causes all of the Keepers to be shuffled and dealt back out. If someone then gets Love as their first card, do they win immediately, or must they receive whatever other Keepers are headed their way before they can claim victory?

A: The latter. This is another tricky timing case in which the instant win concept collides with the principle of everything happening immediately. In this case, the Action must be completed first. The best way to play cards like Scramble Keepers or Share the Wealth is to deal everyone their new Keepers face down, with all players then revealing the cards they got all at once.

See also: Does the total effect of playing a card have to be resolved…

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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. Similarly, if you receive a card when it’s not your turn, you must observe the hand limit as soon as you get the card.

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

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Q: How do we apply Inflation to Everybody Gets 1?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Q: When a card says “draw and play 1 extra card per turn” do I have to play the card I drew?

Do I have to set my hand aside so that card doesn’t mix with it, and play that card exactly, or does this just add to my total play, so I can add the extra card to my hand, and play whatever cards I want, increasing the number of plays I have?

A: “Draw and Play 1 extra card per turn” just increases your total draws and total plays for the turn by 1, so whatever card you draw that is “extra” just gets added to your hand like all the other cards you drew, and you can play whatever cards you want from your hand up to the play quantity plus 1.

Unless the card says you have to set aside your hand, you don’t, and you’re not required to play the specific card you drew card unless the option you’re invoking specifies that.

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

for example, Draw 3 Play 2, or Everybody Gets 1?

A: If a Creeper is drawn by the active player during Draw 3, Play 2, or Everybody Gets 1 (or any other similar situation) that active player must take the Creeper (play it in front of themselves) and draw to replace, such that all the cards they have drawn for these purposes will contain no Creepers.

Actions that might cause you to draw a Creeper include:
Discard & Draw
Draw 3, Play 2 of Them
Draw 2 and Use ‘Em
Pandora’s Box
Dreams and Omens
Jackpot
Best Payday Ever!
Today’s Special
My Hovercraft Is Full Of Eels
What Is Your Quote?
Nudge, Nudge, Wink, Wink…
The Golden Cap

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

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

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

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

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

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Q: For Actions that re/distribute Keepers and/or Creepers among the players, how are those dealt back out?

Do I get to decide who gets what? Do I get to decide how many to deal to each player? Do the recipients put them in their hands or on the table in front of them? Are they face up or face down? When I’m dealing them out, who do I start with?

A: First of all, only for Everybody Gets 1 (or Dreams & Omens) does the active player get to look at and decide who gets what. That’s a very different situation that the ones we’re talking about here. This question focuses on random (fairly even) redistribution along the lines of Share The Wealth.

The cards in question are shuffled or otherwise randomized so that the dealer does not know what’s being given out. They are then dealt out evenly, going around the circle clockwise, one card to each player in turn, continuing until the cards are all gone. Dealing starts with either the active player or the player to their left, with the intention of providing any possible benefit to the active player.

• So if it’s for Keepers, or a mixture of Keepers and Creepers, the active player should get the first card, because this is felt to be to their advantage, so they won’t get shorted if the number doesn’t deal out evenly. However, we would consider it an officially sanctioned house-rule if your group wanted to give the active player the option of starting with the player to their left instead of themselves. There could be reasons…

• For redistribution of Creepers-only, the card will usually say to start with the player to the left of the active player, because Creepers are generally considered a disadvantage, and this would mean that if anyone was going to receive fewer, it would always be the active player. However, as with other redistribution cards, your group may choose to let the active player decide whether they want to start with themselves or the person on their left. Again, we can think of reasons why someone might want to start distributing Creepers to themselves first.

Once dealt, all cards will be put into play immediately, so it’s OK to deal them out face up, but it’s sometimes better to deal them out face down, then have everybody reveal what they got all at once. As mentioned above, re/distributing by dealing will cause all players to end up with roughly equal numbers of cards. So if there are large discrepancies in the number of cards players had in play, this will even them out: players with a lot more than other players will end up with fewer than they had, and players with few or zero cards in play may end up with more. That’s the way it goes.

Here’s a list of redistributing cards, and their types:

Keepers only
Share the Wealth
Monster Mash
Run!!!
Keepers & Creepers
Mix It All Up
Zombie Jamboree
Crawling Chaos
Mass Hysteria
It’s a Cyclone!!!
Creepers only
Return of the Dead
Jailbreak/removal of Arkham Asylum rule

Scramble Keepers, which is only in early versions of “Basic” Fluxx (1.0-3.x) is the only Action which is different. While you still shuffle up the Keepers and hand them back randomly and they go back into play, you don’t deal them out evenly, but instead give each player the same number of Keepers they had before. When we came up with Share The Wealth, we felt it was far superior, as we liked the way it leveled the playing field, keeping the game more competitive, to maximize player engagement.

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Q: 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: What happens if Take Another Turn is played twice in one turn?

Based on the wording of the card, it would seem that you still only get one extra turn.

See this answer in a video!
Little Answers

A: Correct. You can’t save up any extra Another Turns.

Although the card is not specific, Shadow Out Of Time in Cthulhu Fluxx should function the same way.

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Q: If Inflation is played as one of the cards during the Action Draw 3 Play 2 Of Them, does it apply to the Action in progress?

A: Yes. Since everything happens instantly in Fluxx, Draw 3 Play 2 Of Them suddenly becomes Draw 4 Play 3 Of Them. The player should immediately draw an extra card and add it to the remainder of the cards being chosen from (the mini hand for the Action, not the set-aside main hand). It’s kind of like if you’d only drawn 2 cards instead of the 3 you were supposed to, realizing the mistake after playing one of them, and drawing the extra card you need at that point.

Of course, your regular hand will also need an extra card, since the Draw Rule itself has also incremented. You could do that at the time you’re executing your D3P2 by drawing a card and adding it to your set-aside hand, or you could catch up with that when you pick your regular hand back up again after the action. Note you’ll also have an extra Play to execute as well.

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

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

Drinking Fluxx includes a card called Double Vision, which is similar to Inflation, but only changes 1 to 2, without affecting any higher numbers, so actually, it won’t affect Draw 3 Play 2, but it’s worth noting.

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Q: If I Take Another Turn, do I have to comply with Hand and Keeper Limits in between my two turns?

See this answer in a video!
Little Answers

A: Yes. For a brief moment in between your turn and your extra turn it is technically not your turn, and you must comply with all Limit rules at that time.

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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.

Analogues of Mystery Play include (some with slight variations such as conditional requirements for use):
Wormhole in Star 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

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Q: When we all pass a card left or right, is that simultaneous?

If it’s not, the same card could get passed all the way around the circle until it’s back with the person who played the Action.

A: Yes. Everyone is supposed to pick a card from their hand, and pass it simultaneously, specifically to prevent a single card being passed around.

For example, what would happen if only one person had a hand? If the card pass happened sequentially, there would be no change in anyone’s hand! (And how do you decide who starts?) What actually happens is that the person with a hand passes a card, and everyone else passes nothing, since their hands are empty.

A good rule of thumb is: when in doubt, assume that things in Fluxx happen simultaneously.

See also: We think we broke the game…

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Q: If I play a Goal that makes me win, but it also makes Larry or the Radioactive Potato move to me, do I win?

A: The Goal change and the Larry move are considered to be simultaneous, so we would rule that Larry/Potato blocks that win.

If the only thing preventing your meeting the Goal for the win is Larry or the Radioactive Potato, and playing the Goal causes them to move AWAY from you, you’re fine. If playing the Goal makes them move ONTO you, then you’re stuck. No win. Getting timing right to play the Goal you need is part of the challenge of having either of these on the table.

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Q: If I have Love, and Creepers, but no other Keepers, can I win with All You Need Is Love, if Silver Lining is also in Play?

A: Yes, since the Rule Silver Lining was in play, which says that Creepers don’t prevent victory. In that case, if the you had Creepers, but the only actual Keeper you had was Love, then, by the letter of the text on all the cards, you would be able to meet that Goal, since the Goal doesn’t specify no Creepers.

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Q: If You Also Need A Baked Potato to win, does Silver Lining negate that necessity?

On the table are two rules Silver Lining & You also need a Baked Potato. So if someone gets the goal but doesn’t have the potato can she win, because Silver Lining says that Creepers don’t prevent you from winning. Since the Potato is a creeper and not having it is preventing you from winning, you win?

…or is needing something (in this case the Potato) different from having something (other Creepers) which is preventing you from winning?

A: It’s that second thing you said. The Silver Lining rule means that the negative presence of a Creeper in front of you does not prevent you from winning, i.e. their presence is completely neutral, instead of negative.

If You Also Need A Baked Potato is in play, then you also need a baked potato – no ifs ands or buts. It does not keep the Creepers absence from preventing your win. It only prevents the presence of a Creeper in front of you from preventing your win.

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Q: What happens if someone with Taxes plays Money while Silver Lining is in play?

If the Goal is Winning The Lottery (Dreams & Money) and they have Dreams, do they win before Taxes and Money evaporate each other?

Scenario: A player who had both Dreams and Taxes played Money, and claimed they won, because the minute they played Money, the Goal was met, and, while Taxes would normally prevent the person from winning, and be discarded with the Money, because of the Silver Lining, the Goal was met, it superseded the Money and the Taxes being discarded.

The counter-argument was that the minute Money was played, both it and Taxes should have been immediately discarded, and the game continue until another goal is met. So I suppose the question is which takes priority? Meeting the goal, or following the other rules/conditions on the cards in play?

A: This was such a tricky one that Andy himself was stumped on it for a while. Here’s his answer:

If this were simply a case of card timing, I’d go with the counter-argument: events must be resolved simultaneously before concluding that someone wins, i.e. Taxes destroys Money before the Goal can be achieved.

However, this case also involves Silver Lining, and the intent of that rule is to render Creepers harmless, so with the spirit of that rule in mind, I say the player did in fact win this game.

So, henceforth you may consider that the Taxes card has additional fine print, invisible but there nonetheless, which says “You may choose not perform this discard action if the Silver Lining rule is in play.”

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