On Mon, Dec 8, 2008 at 9:26 PM, Pat <xenophule@xxxxxxxxx
> So, with a base of a 3.1 deck, pull the following from
> ~Fluxx 2.1~
> -Time Bonus
> -Secret Data
> -Tax Bonus
> -Final Card Random
> -Government Coverup
> -Money Bonus
> -Trash Keeper Limit
> -Trash Hand Limit
> -Pilfer the Trash
> -Security Breach
> -The Eye
> -The Pyramid
> -Coffee and Doughnuts
> -The Mind's Eye
> -The Sun and the Moon
> -Money (No Taxes)
> -The Great Seal
> -Death and Taxes
> ~Family Fluxx~
> -Pass 1 Right
> -Pass 1 Left
> -Choose a New Rule
> -Share the Wealth <--(Also the same as the promo Time Vortex)
> ~Eco Fluxx~
> -Mass Migration
> -Population Crash
> -To Sleep or Not to Sleep (goal) <--This was actually created to bridge the
> So from there you can mess with 4th...I'm assuming trading out for the
> creepers at least.
> On Mon, Dec 8, 2008 at 9:02 PM, Pat <xenophule@xxxxxxxxx
>> I had a master list somewhere with 2+3+Eco. Lemme go search the eMails. I
>> have yet to acquire 4th ed, though.
>> On Mon, Dec 8, 2008 at 7:50 PM, Buddha Buck <blaisepascal@xxxxxxxxx
>>> On Mon, Dec 8, 2008 at 2:55 PM, <DaveSter64@xxxxxxx
>>> > I recall a few posts recently (well, within the last few months)
>>> > regarding
>>> > combined Fluxx games.
>>> > Besides '5 Keepers' or '10 Cards In Hand' what other Keepers would be
>>> > ideal
>>> > for combined games?
>>> Perhaps you mean Goals, not Keepers?
>>> > I have some thoughts on new Keepers:
>>> > '6 Keepers'-just like 5, but requiring 6, obviously. Maybe also '7
>>> > Keepers'?
>>> > And maybe 6 should be spelled out to avoid Inflation affecting it.
>>> I tend to think that, in general, a good rule of thumb is to make
>>> goals roughly equal in difficulty. The general rule of thumb I've
>>> seen is two named Keepers, One keeper with another condition (All You
>>> Need Is Love forbids you from holding any other keeers, The Brain (no
>>> TV) requires that no one have the TV), or more than two keepers if two
>>> of them are "easy" to get (such as Arsenal, which requires a shotgun
>>> and two "Pow!" cards).
>>> I'd consider 6+ keepers as being harder to get than 5 keepers. I'd
>>> also consider it bad design to have two goals where one implies the
>>> other (if you have 6 keepers, you obviously have 5). Arguably, if you
>>> end up with a keeper-heavy deck, one might want to substitute
>>> 6+keepers for 5-keepers, but I wouldn't have them in the same deck.
>>> > 'Keeper Variety Pack'-requires Keepers from 2 different sets (one Eco
>>> > and
>>> > one Zombie, for instance.)
>>> I'd go for 3 Keepers, or a minimum of three including at least one
>>> from each set (so if you were playing Stoner+Eco+Zombie+MP, you'd need
>>> four... but there will be a large number of keepers in play, so it
>>> shouldn't be too bad).
>>> > 'Zombies of the Round Table'-requires a Knight of the Round Table, and
>>> > 2 or
>>> > more Zombies Creeper cards. This one is (of course) used for combined
>>> > games involving MPF & ZF.
>>> Because there are many Zombies and many Knights, I'd suggest 2+2
>>> > 'Martians and Zombies and Knights, oh my!'-would require a Knight of
>>> > the
>>> > Round Table, a Zombie, and a Martian. Obviously not needed until
>>> > Martian
>>> > Fluxx comes out.
>>> > I'm sure there are other ideas we could come up with, or maybe someone
>>> > already has?
>>> > Dave
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