While your rule set seems interesting, you make a point I need to argue with. I've been running Mega Fluxx (which I've called UberFluxx since I've been running games of it at Ubercon and UBCon) for years without having to do more than "remove the repeat rule cards, add the new version in, print out a new sheet of which Keeper equals which Keeper." And it works just fine. I've had games that last an hour, last a half hour, last 15 minutes, last 7 minutes, last 3 minutes, or even last 30 seconds with no complains. Even when I added in Zombie Fluxx and the whole Creeper mechanic. I've had feedback that it was fun and enjoyable, from experienced Fluxx players, and even had people asking if I'd run it outside the convention event time so they can enjoy it even more. Nothing against your rules, mind you, but you don't need them to make Mega Fluxx -work-. The game works fine without it, as my playtesting has shown over the last few years. Your rules just makes it work -differently-. YMMV, Seth Ruskin aka GnTar, the Evil Teddy Bear Rabbit
> Date: Fri, 6 Mar 2009 23:13:35 -0500 > From: bryan.stout@xxxxxxxxxxx > To: fluxx@xxxxxxxxxxxxxxxxxxxx > Subject: [Fluxx] Multi-deck Fluxx: rules to make it work! > > Many of us Fluxx fans have wanted to play Fluxx with two or more > different decks shuffled together. But, it weakens the game since > Fluxx depends on the pairing of Goals with the Keepers, and combining > decks dilutes the pool too much, making it much harder to have the > Keepers for the current Goal. > > However, I have come up with rules that I think make multi-deck Fluxx > -- or Mega Fluxx as Andy calls it -- just as fun as the single-deck > Fluxx game. I hope several of you try this out and let us all know > how well it works for you. > |