> > One day (after wondering how to deal with "Goal Bloat") I decided to put the > > Keepers and Goals into one giant loop. > > Except for "10 Cards in Hand" and "5 Keepers" each Goal needs two Keepers, > > and except for "Doppelganger" each Keeper is part of only two Goals. > > I brought back the Keepers from 2.1 and even a couple "from the future" > > ("Book" and "Cake" from Fluxx Reduxx) to help close the loop. > > Having all the Keepers (except "Doppelganger") be equally powerful and > > having "Doppelganger" be obviously the most desirable makes it harder for > > new players to unknowningly play a weak Keeper instead of a strong one. > I have, as well, noticed > the 'keeper loop' phenomenon. V3 has a smaller loop, with Money, Time, > Sleep, and Dreams in it. > Money and Time = "Time is Money" > Time and Sleep = "BedTime" > Sleep and Dreams = "Dreamland" > Dreams and Money = "Winning the Lottery" > If one needed to trim the deck to match the number of rules and > actions, one could easily take out this smaller loop. As long as we're thinking about Keeper-Goal connectivity, I might as well resurrect this old page: http://snorkack.nfshost.com/fluxx/kgg.html that I once put together in the context of a similar discussion on this mailing list. It is woefully out of date, but it could still be useful for purposes of visualising and quantifying what's going on. Myself, I think Fluxx benefits from a certain amount of imbalance in the Keepers. In general, it's bad to have a Keeper that's only good for one thing, but it's good to have a few Keepers that are good for many more things than average (e.g. Chocolate). But I know a lot of people prefer evenly balanced Keepers, so take your pick of opinions here.... -- ___________________________________________________ Play 100s of games for FREE! http://games.mail.com/