Last night, I noticed that my FLGS had some new copies of Zombie Fluxx on the shelf. The new "Looney Bin" box has replaced the older tuckbox, and the cover sported the Origins Award logo. So apparently there's been another print run.
But what I really want to know is: has any of the card text changed? The Zombie Fluxx FAQ on the Rabbit Wiki is a long one, and I've been holding out for a ZF edition that has been tweaked to address most of the ambiguity. Is this the printing I've been waiting for?
---Ryan
-----Original Message-----
From: "mice r.r." [miceland@xxxxxxxxx]
Date: 03/08/2009 02:53 PM
To: "Fluxx Discussion List" <fluxx@xxxxxxxxxxxxxxxxxxxx>
Subject: Re: [Fluxx] Multi-deck Fluxx: rules to make it work (differently)!
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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