The problem with instants is it violates the fundamental principle of Fluxx: you may only perform actions that are written on the cards. An instant would be self-initiative, which has been a no-no concept since first edition Fluxx. If you're going to suddenly allow cards to initiate themselves, why even have a Basic Rules card? On 1/17/07, Carlton Noles <carlton.noles@xxxxxxxxx> wrote:
I recall someone haveing one (and only one) one time use instant in their deck ( I believe they called 'I don't think so') that was analogous to counterspell but was reomoved from the game after use. I was toying with adding that to my deck but I have so many other card ideas. Do I not recall someon haveing a template for avery clear labels of some sort or another for FLUXX Blanxx? On 1/17/07, Pat <xenophule@xxxxxxxxx> wrote: > > Yeah, I would have to agree here with the non-instant position only > because I use Fluxx as a social tool. That is, when I go hang with friends > at coffee shops or such, we play as we BS about our day. It's a good > distraction if you run out of subject matter at the moment and still keeps > you in conversation. Putting an instant in there would take the focus away > and no longer make it a relaxing game. > > Just my two cents. > > _pat > > On 1/17/07, Tucker <jazzfish@xxxxxxxxxxxx> wrote: > > > > > I've heard some hardcore Fluxxorz say that Counterspell (and other > > > Instants) actually break the game, and they vehemently defend their > > > positions. > > > > Yeah, that'd be me. From a rant I wrote, um, longer ago than I'd care to > > > > remember: > > > > Fluxx is a great game as it is. Four easy-to-remember types of cards > > and > > extremely simple rules. So why do people keep wanting to add instants > > (or > > "Instant Actions" or "Fast Effects") to the game? > > > > I hate the idea of fast effects. There's already so much uncertainty in > > the game that you should be able to take a deep breath and feel like > > you're in control on your turn. Having people counter or steal (or > > whatever) cards that you're playing is obnoxious and overly complex. In > > addition, when it's not your turn you should have to watch in horror as > > your "perfect" victory plan gets wiped out. > > > > With Fluxx it's possible to get some people together who've never played > > before, deal them each three cards, and say "Draw one and play one" and > > the game will go from there. The only element of the game that might > > require any explanation is the concept of "Keeper." Instants not only > > violate the "Play X" rules, they can easily confuse new players. > > > > > > -- > > Regret, by definition, comes too late; > > Say what you mean. Bear witness. Iterate. > > --John M. Ford, "Against Entropy" > > > > _______________________________________________ > > Fluxx mailing list > > Fluxx@xxxxxxxxxxxxxxxxxxxx > > http://lists.looneylabs.com/mailman/listinfo/fluxx > > > > > _______________________________________________ > Fluxx mailing list > Fluxx@xxxxxxxxxxxxxxxxxxxx > http://lists.looneylabs.com/mailman/listinfo/fluxx > > > -- Carlton "Kermit" Noles ================== "Joy Multiplies when it is shared among friends but grief diminishes at every division. That is life" -Drizzt Do'Urden ================== Want your own GMail Account? Ask Me for an invite.