I stumbled upon sections on how people made their set of rules in playing Fluxx differently, such as Fluxxentration. I thought of something radical and I haven't seen anyone post it yet. Though maybe someone did, I haven't actually checked the old archives. Let me know if someone did thought of this before me. How about "deFluxx"? Why don't we flip the rules a bit. the idea: - The game starts like Fluxx. - But the goals aren't there to help you win, but rather to make you lose. If you met the conditions, you're out of the game. - Keepers are played like Creepers, and vice-versa. Meaning to say, if you draw a keeper, play it right away, and keep drawing till you fulfull the draw requirement of non-keeper cards. On the other hand, creepers are played by the players at their will. You want to keep creepers to your side and keepers away from you. - You want to play goals to knock other players out of the game. If you're the last person left in the game, you win. - Its best played with Zombie fluxx, because of the creeper size in the deck. Other thoughts: - This can be a new rule card. Once discarded, the original rules of Fluxx applies. A good way to gather keepers then win the game, just have 'trash a new rule' card handy. Once 'defluxx' rule is discarded and you got eliminated during that time, you have a chance to join in again by starting with 3 cards (like in the original rule). - I'm also thinking it can be made as a meta rule. - I haven't actually tried it and there might be conflicting situations that may arise. Such as the ungoal card, zombie victory. Does that mean everybody wins? But i thought this might be a good discussion topic. ~Michael Windows Live™: Keep your life in sync. Check it out. |