Whether or not this can be made cost effective from a licensing standpoint...I think I may just have to start putting together a card list and making it on blanks...
On Jan 28, 2008 3:19 PM, Andrew Plotkin <
erkyrath@xxxxxxxxxx> wrote:
On Mon, 28 Jan 2008, Carol Townsend wrote:
> Nimrod, you are twisted.
>
> This is not a bad thing. :)
>
> Before everyone starts getting all up in the "hey, let's get Andy to do a
> Cthulhu Fluxx deck!" remember that there are others who hold that copyright.
> There was a card game (Mythos) put out by Chaosium, as well as the RPG.
> Therefore, a Cthulhu Fluxx deck may be a long time coming.
>
> But it's nice to dream about...
>
> "Hey, you played a Byakhee and stole my MiGo! That means my SpaceShip does
> me no good... now I'm gonna need the Arkham Asylum.... oh wait you've got
> the Sun on the table, so our sanity loss is less because it's daylight...."
In Mythos Fluxx, there are no goals. There are antigoals. "If you have
Nyarlathotep and the Liber Eibon face up in front of you, everybody
loses." "If you have R'lyeh face up in front of you and nobody has the
Elder Sign, everybody loses." "If Cthulhu is in play, everybody loses."
Antigoals never leave play. When you play a new one, it's added to the
list of antigoals.
The object of the game is to go insane, thus being forced out of the game,
before everybody loses.
I think probably there are no specific cards for going insane. Instead,
you are declared insane if you deadlock the rules -- i.e., if you play a
card which nobody can figure out what it means (given the current rules).
You only have to make a deck *slightly* more complicated than Zombie Fluxx
for this to occur. :)
--Z
--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
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