Sorry, I am joining the discussion a bit late. I ran into some networking problems this week, and had to replace my NIC. Also, I am just going to throw some thoughts together here. Hopefully they will come together, and come across properly. Anyway, one of the things that I did during my down-time was write a (rough first draft) of a document from scratch as if I were writing the rules for Fluxx, using a Fluxx 3.0 deck as a reference. (That's what I had at hand.) I have attached what I came up with as a text file. I realize now that I did miss a couple of points that are in the existing rules: - What to do if the draw pile runs out - discarding vs. playing cards - Fluxx Blanxx - order of events in a turn But as I mentioned, it is a rough draft. I do think that it does get some of my opinions across though... - I think that the rules need to be more verbose to be able to teach the game fully. Many people will be learning only from the rules sheets, so skimping on text is probably not a good idea. - I like to start describing the Keepers first as they are the simplest, then move on to the Goals to show what the keepers are good for, then the New Rules followed lastly by the Actions, which can be the most complicated cards. - give a visual description of the card types (colors, icons, rules text above/below line, etc.) - give some examples of when to play certain cards. Additionally, I have often wondered if the New Rule cards should also include a category (Draw X, Play X, Keeper Limit, Hand Limit) to indicate which ones contradict each other. This was particularly bothersome to me early on when Government Cover Up and Secret Data were in the card set. I had difficulty determining if they contradicted each other or not. I imagine this could be a concern for some new players with the Bonus Rules. Or it could be a possible feature, where only one Bonus should be in play at a time. OK. I'm done rambling for now. Sorry. - Dan > -----Original Message----- > From: fluxx-bounces@xxxxxxxxxxxxxxxxxxxx > [mailto:fluxx-bounces@xxxxxxxxxxxxxxxxxxxx]On Behalf Of Kristin Looney > Sent: Tuesday, January 30, 2007 11:17 AM > To: fluxx@xxxxxxxxxxxxxx > Subject: [Fluxx] the printed rules to Fluxx > > > ok, Fluxx fans, we need your help > > We all know how much fun Fluxx is. When you learn to play from > a friend, it's really quite easy... and if it is a bit confusing > at first, your friend can quickly set you straight. > > My question is... what was it you didn't get at first, and how > can we updated the PRINTED rule sheet to teach the game better. > > This link shows the rules we have included in the game for years: > <http://www.wunderland.com/LooneyLabs/Fluxx/pdf/FluxxRules3.0.pdf> > > This link is a recent update, only found in the newest print run: > <http://www.wunderland.com/LooneyLabs/Fluxx/pdf/NewFluxxRules.pdf> > > I think we need to do even better than this. I just got off the > phone with the buyer from a big department store chain in New York. > She took Family Fluxx home and tried playing it with her 10 and 14 > year old nieces, and they couldn't figure out how to play. She > says that their staff actually does have a great deal of hands on > interaction with their customers - but if their staff can't play > it, then they can't sell it. It's just too complicated of a game. > > Family Fluxx is NOT a complicated game, but it is a bit tricky > sometimes to get your brain focused in the right direction, > particularly when you are learning from the printed rules. > > We need to fix the rules sheet - so that it is the best it can > possibly be to teach the game to people who have never heard of > the game before. > > What is it that people don't get that we need to explain better? > > Any suggestions? How can we fix the rules sheet??? > > -Kristin (she who really really needs to solve this problem) > > > > > _______________________________________________ > Fluxx mailing list > Fluxx@xxxxxxxxxxxxxxxxxxxx > http://lists.looneylabs.com/mailman/listinfo/fluxx >
Fluxx(v.3.0) Contents: 1 Instruction sheet (this document) 84 Fluxx Cards - 1 Basic Rules Card - 18 Keeper Cards - 23 Goal Cards - 21 New Rule Cards - 21 Action Cards Quick Setup and Play: Place the ?Basic Rules? card in the center of the table. This card serves as a reminder of how to start the game, and as a reference for the basic rules of the game. It is a fall-back for any game rules that have not been changed by other cards that are currently in play. Shuffle the remaining cards, and deal 3 cards, face-down, to each player as their starting hand. The remaining cards form the draw pile which is placed near the center of the table, next to the ?Basic Rules? card. (Note that optionally, new players may join a game at any time by sitting down and drawing a hand of three cards.) Determine which player will go first. In Fluxx, this is normally decided by a player ?calling-it? by being the first one to draw a card from the top of the deck. Players take turns drawing and playing cards according to the current rules of the game until someone wins by matching the Goal condition. <?Basic Layout:? image from latest rules> Details of Play: Fluxx is a unique game where the basic rules are very simple, but can be modified during the game. This is accomplished by players playing ?New Rule? cards to specifically alter some portion of the rules. To win the game, a ?Goal? card must be in play, and a single player must match the winning condition described on that card. If multiple players match the winning condition, the game continues until a single clear winner can be determined. The Basic Rules of Fluxx ? as they are in effect at the beginning of the game ? state that on a players turn, he must draw 1 card from the draw pile, and then play 1 card from his hand. Players must follow any directions which occur on the card played. As most of the game requires following the directions on the cards that are played, you must be sure to read each card completely as it comes up. (Note that the top half of the card, above the bold line, indicates how cards of that Type are played. Below the line are the specifics of what that specific card does.) There are four Types of cards in Fluxx as indicated by the color-strip and icon located on the left side of the card and the Type listed at the top of the card. Keeper: (green - checkmark) When you play a ?Keeper? card, place it face up on the table in front of you. ?Keeper? cards do not do anything in-and-of themselves, but generally are the means to winning the game. Because most ?Goal? cards require you to have the appropriate set of keepers in play in front of you to win, it is usually a good idea to play Keepers any chance you can. Goal: (red ? box) When you play a ?Goal? card, place if face up in the center of the table. If there was already a Goal in play, move that earlier goal into the discard pile and replace it with this new one. ?Goal? cards explain what condition is needed to win the game. In most cases that requirement is for a player to have a specific pair of ?Keepers? on the table, but there are alternate winning conditions as well. Some reasons to play Goal cards would be: - If you have the condition mentioned which will allow you to win. - If another player is getting close to matching the current Goal condition. New Rule: (yellow ? star) When you play a ?New Rule? card, place it face up in the center of the table. If there was already a New Rule in play which this rule contradicts, move that earlier new rule into the discard pile and replace it with this one. This ?New Rule? takes effect immediately. ?New Rule? cards change the rules of the game, and they take effect as soon as they are played, even if it is still the middle of a players turn. This is where the game gets its name ? the rules are constantly in a state of flux. (Note that it is usually a good idea to review all of the current New Rules in play at the beginning of each turn, as well as during the turn as they are being changed.) Many ?New Rule? cards alter the number of cards that should be drawn each turn, or the number of cards that should be played each turn. There are also cards which limit the number of cards you can have in your hand, ones which limit the number of Keepers that you can have in play, and others which provide unique alterations to the rules of the game. Be sure to read the cards completely and follow their instructions. Action: (blue ? arrow) When you play an ?Action? card, do whatever it tells you to do, and then place it in the discard pile. Each ?Action? card is unique and does a specific thing. It is important to read and understand what it does and how to play it. Even though some Action cards tell you to draw and play multiple cards, the results do not count towards the number of cards you are considered to have drawn and played this turn. The entire Action counts as having played a single card ? the Action itself. Also, some Actions allow you to alter the existing rules by removing New Rule cards that are currently in play (or by drawing and playing additional cards). The changes caused by these plays take effect immediately after the Action has been completed.