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From: "Judy Trummer" <kite@xxxxxxxxxx>
> I suppose it would be too evil to just put a little slip of paper in with the
> deck saying, "Draw one, play one, do what it says on the card you played." But
> I'd be inclined to say the goal (har, har) is to write the simplest, briefest
> set of rules that will make the game playable.
I'd think we want the simplest, briefest set of rules that will make the game EASILY UNDERSTOOD AND HENCE ATTRACTIVE TO PURCHASE. There is no reason to keep something a mystery just because it saves total number of words. e.g. When discussing Goal cards, don't hesitate to mention that such cards provide the winning condition just because it's descibed down in the "Winning" section. Explain things, be repetitive and provide examples. If you have to make the box 1 mm fatter to acommodate a bigger rule sheet, so be it.
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> LWV> Something like "There will shortly be several more card locations -
- From"Judy Trummer" <kite@xxxxxxxxxx>
- DateTue, 30 Jan 2007 19:10:55 +0000
> a discard pile, a goal area, each player's keeper area, and an
> additional rule area." might be useful - or at least a diagram showing a
> game in action...
The diagram, with piles of cards and arrows all over the place, and the talk about there being a whole bunch of card locations, is what made me glaze over when first introduced to Fluxx. It makes it sound very complicated.
The concept I had the most trouble with at first was the idea that "playing" a Keeper doesn't generally make anything happen; you're just setting it down and saying it's yours. But I was never particularly worried about where to *put* it -- doesn't the card say "to play this card, set it in front of you"?
I suppose it would be too evil to just put a little slip of paper in with the deck saying, "Draw one, play one, do what it says on the card you played." But I'd be inclined to say the goal (har, har) is to write the simplest, briefest set of rules that will make the game playable.
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