Looney Labs Fluxx Mailing list Archive

Re: [Fluxx] Multi-deck Fluxx: rules to make it work (differently)!

  • FromBryan Stout <bryan.stout@xxxxxxxxxxx>
  • DateSun, 8 Mar 2009 00:42:26 -0500
Thanks for the response, Seth.  I'm glad some people enjoy Mega/Uber
Fluxx already.  Mileage does apparently vary, though.  I remember last
fall someone else -- Mouse? -- wrote that he didn't like Mega Fluxx
for reasons similar to what I'd stated, and Andy agreed with him.

Either way, I hope people test this idea out.  If you did like Mega
Fluxx before, this should make a fun variation, with the multiple
Goals available for fulfilling, and the possibilities of two
half-Goals.  And if you didn't like it, the proposed rules should be
more pleasing to play with.


On Sat, Mar 7, 2009 at 9:55 AM, Seth Ruskin <rathorne@xxxxxxxxxxx> wrote:
> 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-.
> Seth Ruskin
> aka GnTar, the Evil Teddy Bear Rabbit