Looney Labs Fluxx Mailing list Archive

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

  • From"mice r.r." <miceland@xxxxxxxxx>
  • DateSun, 8 Mar 2009 11:53:26 -0700
I like both your ideas. I did have some ideas and was working on a
mega-flux project. Lately though it has been all I can do to play a
game of Python or Zombie Fluxx as it was designed.

Back in the old days before there was the eco, family and other
specifically designed decks I think the idea was more appealing. It
was a matter of keeping a card that had been dropped like doghnuts or
something like that. No problem.

Lately I have been feeling like Mega-Fluxx is almost re-inventing the
game. A game that I think is very well designed. Who am I to mess with
it?

I still have my semi-mega deck but when I play it is met with mixed results.

-mice


On Sat, Mar 7, 2009 at 10:42 PM, Bryan Stout <bryan.stout@xxxxxxxxxxx> wrote:
> 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.
>
> Bryan
>
>
> 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-.
>>
>> YMMV,
>>
>> Seth Ruskin
>> aka GnTar, the Evil Teddy Bear Rabbit
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