As we all know, Zombie Fluxx adds new types of
cards to the Fluxx system:
- The Ungoal, which specifies conditions where
everyone loses. It is a cool idea, though I don't know if I would
have made a new card type for it: it is essentially the same as a Goal.
- Creepers*, an even more interesting variation of
Keepers. As implemented so far, they are rather malleable: they usually
prevent you from winning while you have them, but can be part of a win for
certain goals. It seems that this will be a good tool in giving each Fluxx
game its own ambience; Andy has said that Puny Humans will be the Creepers in
Martian Fluxx.
But, there is another type of card that has snuck
in without any comment that I have seen:
- Gadgets, an explicit card type in
Chrononauts. In case you aren't familiar with it, Chrononaut
Artifacts are just like Fluxx Keepers: you play them in front of you and can win
if you get the right set of them. Gadgets play just like Artifacts, but
instead of being part of a win condition, they allow their owner to do special
game things.
In Zombie Fluxx we have two Keepers that are
essentially Gadgets: the Sonic Tranquilizer and Zombie Repellant. They do
not count as part of any Goal, but do have special effects on Zombie
Creepers. The Shotgun is a hybrid: it is useful both for Goals and for
killing Creepers; so are any "Pow" Keepers when the right Rule is in force.
So what does this mean? Should we demand that Gadgets be explicitly labelled as
such? Naw. Any rigid line between Goal and Gadget Keepers is already
straddled by the Shotgun. Even in Chronoauts the line has blurred a bit:
the Artifacts that came out as Promo cards acted a bit like Gadgets as well,
each having some special effect they could do.
It's better just to be aware of them. Using
Keepers for more than Goals allows more creative options for Andy in future
Fluxx games, and everyone else who likes using the Fluxx Blanxx. Let
the ideas flow!
Bryan
*Yes, I know the Party pack came out
first with the Radioactive Potato.
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