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On May 14, 2006, at 4:46 PM, Dim Bulb wrote:
On another unrelated note, I'm one of those people who feel that
"instants" are just contrary to the spirit of Fluxx. The game has
a carefully balanced level of chaos; if you start having moments
when three people are trying to play at once, it's just too much.
It works in M:TG, but M:TG doesn't have individual cards as
powerful as Keeper Limit 1, or Scramble Keepers, or (any more) Take
Another Turn.
I have an instant in my deck ("I don't think so!") and one "No
Instants" rule, to balance it. I weighed carefully the instants/no-
instants debate before introducing it, and I think overall, the "I
don't think so" card gets used more as a discard than anything else.
I think introducing ANY instants into a deck needs to be balanced
with something else, though, and the no-instants rule (though mine in
particular is written wrong, since it says "Instants=0," which
doesn't work with "X=X+1") really does 100% balance it out. I suppose
if I had more instants in my deck, it would be a more powerful card,
but I like it as it is.
I tend to agree that there are a LOT of cards now that mimic others,
and that's a bit hard to deal with. I mainly manage it by making
custom goals that don't use the commonly-mimicked cards (like bread
or cookies).
- --Stephanie
steph@xxxxxxxxxxxxx
"Humility is like Zen; once you think you've got it, it's gone."
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