Looney Labs Fluxx Mailing list Archive

Re: [Fluxx] the printed rules to Fluxx

  • Fromkerry_and_ryan@xxxxxxx
  • DateTue, 30 Jan 2007 18:28:02 +0000
While, everything written is basically correct, it still doesn't provide the context verbiage that lets people know what's going on.  I'm no technical writer, but I'll add some examples below as a starting point so you can see what I'm saying.


 -------------- Original message ----------------------
From: Chris Goodwin <cgoodwin@xxxxxxxxx>
> The rules for Fluxx:  

Fluxx is a new kind of card where the goal is different each time.  In fact, there is no goal in each game until someone plays a Goal card.

> To start the game, deal out three cards to each player.  Put the rest of the 
> cards in the center of the table as a draw pile, then put the Basic Rules card 
> next to the draw pile.  Decide who goes first.  

What if someone else wants to join the game?
> Anyone can join the game at any time by sitting down and drawing three cards!
> To play the game:  

The Basic Rules, shown on the Basic Rules card, are "in play" at the beginning of the game.  They are also in play any time there are no contradicting "New Rules".

> The basic rule is always:  
> * Draw 1, play 1
> Draw one card and play one card.  When you play a card, do what it says.  
There may be "New Rule" cards that affect the number of cards you draw or play each turn.

> If there are any New Rules in play that tell you to draw or play a different 
> number of cards (or anything else), do what they say.  
> When you're done with your turn, let the player to your left know and they will 
> take their turn.  
> (boxed text) Note:  Any time a card conflicts with any rule here, do what it 
> says on the card!  (end boxed text)
> Card Types:  
> Each card says on it what to do.  Here are the types of cards and how to play 
> them:  
> * Basic rule:  

This card shows the rules that are in play at the beginning of the game and any time no "New Rule" cards contradict them.

> Draw 1, Play 1.  This card always stays in play as a reminder of 
> what to do if there aren't any New Rules.
> * Action (blue (or, technically, cyan)).  

These cards allow you do extra things, such as drawing or playing extra cards or perhaps stealing someone else's cards.

> When you play an Action card, do 
> whatever it says, then discard it.
> * Goal (magenta).  

These cards descibe what a player needs in order to win the game.

> When you play a Goal card, put it in the center of the table.  
> Discard it whenever someone (including you) plays a new Goal card.
> * Keeper (green).  

These cards represent "things" each player owns.  Most often, a combination of Keepers is needed ot win the game.  Sometimes Keepers allow you do certain things.

> When you play a Keeper card, put it on the table in front of 
> you.  You get to keep it unless another card tells you otherwise. 
> * New Rule (yellow).  

These cards affect the play the game.  Some allow you draw or play more cards than the Basic Rules; some put a limit on how many Keepers you're allowed to have in front of you ro how many cards you can have in your hand.
> When you play a New Rule card, put it in the center of the 
> table next to the Basic Rules card.  Discard any New Rule cards already on the 
> table that this one would contradict.  This one is discarded if a later New Rule 
> contradicts it.  (In other words, if a New Rule: Play 3 is on the table, and 
> someone plays New Rule: Play 1, then discard New Rule: Play 3.)  
> Object:  
> The object of the game is to meet whatever Goal is in play.  If there is no Goal 
> in play, then no one can win.  
> -- 
> Chris Goodwin
> cgoodwin@xxxxxxxxx
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