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The title is a reference to how 90% of Fluxx games end. quickly, confusingly and most importantly, out of the blue. Once you have the hang of it Fluxx is a fast paced ball of confusing fun. Me and my girlfriend own two sets between us and find its always been welcome to play wherever we are. we cant get enough of the constantly changing.. everything. -Where were going we wont need sense.- The rules of fluxx are simple. each card has written on it how its used and what it does. Generally speaking there are five types of cards. Rules,Goals,Actions,Keepers,Creepers. Rules change the basic rules of play Eg Draw 5, Hand limit or even that all threes are instead fives. Goals create conditions by which the game is won. these are usually too have two specific keepers in front of you. Actions do what if on the card right there and then. Eg Draw 2 and play them. Keepers are placed in front of you and are used to win goals, though sometimes they have abilities. A good example is the holy hand grenade that removes a creeper if you discard it. Or the unladen swallow from the Monty python set that counts as both a European or African swallow. lastly there are creepers that prevent you from winning and go in front of you the moment they are drawn. -The good- The cards are well designed. The minimal style makes it easy to see what's on the table and the sideways bar going up the left makes it possible to condense the cards if you do not have much space to play while still being able to know what's on the table. All of the sets also feature the same core design. Thanks to this you can mix fluxx sets together for a longer sillier game. The cards themselves are of reasonably high quality. Our sets have managed to withstand numerous spilt drinks with no loss to the cards themselves. They haven't discolored nor has the ink ran. When it comes to the different sets, they all have very diffrent themes and are full of lots of little pop culture references and silly little in jokes. A good example if the unladen swallow above that is from the Monty python set. -The bad- Sadly though. While I could sing endless praise about this fun quirky and random game I have one issue with it. Pacing. Due to the random nature of fluxx. It has no really sense of pace. Games will often end very suddenly with no real build up. Likewise a game can last anywhere from five seconds to two hours. No exaggeration, we've had games won on the first hand alone. There are tactics though they rarely go beyond playing as many cards as you can or stopping your friends playing anything. Creepers also become a little redundant after a while as they all have at least one goal card related to them (goals that require creepers override that creepers no win trait). Combine this with the rule that stops creepers from preventing wins and you start to see my point. -The conclusion- Having said all that Fluxx will always have a special place on my gaming table. It's flaws are an annoyance, but to fix them would take away from Fluxx something that Intrinsic to what makes fluxx fun, randomness. You could call fluxx perfectly imperfect in that manner and i highly suggest buying it. Fluxx retails from £8 to £12 so while it may seem expensive for a card game its highly worth it. If you do decide to get a set. pick a set that suits your personal flavors and joke knowledge. you'll get the most out of fluxx that way. FunFact!! me and my partner are this moment working on Drinking fluxx. a wonderful disaster waiting to happen
Fluxx is an innovative, original little game where the rules change all the time. You start off with the "Basic Rules", but no one can win until a goal card is played which tells you what you need to win. These are usually "when you have card X and Y in front of you, you win" but there are others like "first to reach 10 cards in hand". Cards can be played at any time which change the number of cards you draw, the number you discard, the number you play, etc., and there are cards which "tax" the players with most cards or goals or "penalise" the players with least. The goal can change at any time too, replacing the previous goal. The names of cards are amusing and add to the fun (for example, "all you need is love" - have the card Love on the table to win). The real fun comes in when you start drawing 10 cards a turn with unlimited hand size and can only play 2 of them! After just a few turns you've got half the deck in your hand! Fluxx is great to play with a mix of ages and abilities because it's not too taxing but it's still great fun. It's a great family game but it's also a great game to play with your friends when everyone's drunk as it's a bit silly and you don't need to have your wits about you in order to win! Well, okay, you do a little bit, else you could have a winning card in your hand and not play it before someone else plays a new goal card. But that's part of the fun!
We will start with the specifics of the game. It comes in a small, clourful box and contains 100 cards and the rules...... sort of. With most games reviews, a lot of mention is made regarding the rules, and how the game plays. This is very difficult to do while reviewing this game, as the rules tend to change every time someone plays a card. The objective is to win. How do you win? It depends on getting a card with instructions how to win! The first card that is played is the initial rules card which tells you to draw a card and play a card, from then, conventional gameplay is out of the window. The cards come 4 different styles. Actions, Keepers, Rules and Goals. The Actions are used just once, when played. They can allow you to change turn order, steal opponents cards, terminating existing rules etc. Keepers are just kept or laid out until needed. They have mundane titles, for example "Toast", and are mostly used with the goal or rule cards Rules cards change the gameplay completely. Some make you draw more cards, some less, some allow you to keep a large hand of cards, some reduce this, some effect players with certain keeper cards, and a whole load of other rules changes that will make your mind boggle. Goals spell out the winning conditions for that game. If a new goal is played, the old one is discarded, so you may be near to the goal, and have it swept out of your grip. Mostly they require 2 specific keepers to be in play, but others can include the number of cards you hold, number in play and numerous others. The game is chaotic, and is either loved or hated by players. I love it, as it does not take itself too seriously, and games can be infuriatingly fun and noisy. It can be played by anyone aged 10 or above, but I would recommend it more for adults, as the chaotic rule changes can confuse younger players, who I find work best with games with set rules. Games last at most 30 minutes, so it is great as a between game snack on longer gaming sessions, or a quick diversion when out as the box can easily fit in your pocket. All in all a confusing fun time.
Sometimes you only realise you've had a very good day of your life a couple of weeks later. For instance, the pack of Fluxx found in a real treasure trove of a charity shop in the West Midlands for 50p wasn't opened for a few weeks. Who could tell those were wasted weeks, and the actual finding of the card game was really something to be savoured? There are several versions of Fluxx available; the free and easy ethos of the game is such that you can probably use several decks at the same time, although the Stoner Fluxx cards have unique backs (maaaan). The standard version seems to be 3.0, some people advertise a 3.1, there's a family edition, and an Eco-Fluxx, which seems the only one to go very far from the standard deck reviewed here. Fluxx is heralded as the card game with no rules. Or rather, a gajillion combinations of rules. Or rather, one. Give anybody who wants to play three cards, out of the deck of 80 different ones, put the basic rule(s) by the deck, leave space on the table, and have fun. Whoever is first to say they want to go first, goes first. Green cards are worth having; you keep these, if allowed, in front of you until you can use them, as certain pairs are a good way of winning. However you have no idea what green cards you need to win until someone plays a red card that defines how to win the game. The catch is anyone can play a red card at any time, which will change the whole target for everyone. Yellow cards are rules cards, each showing a change to the basic rules that come into force when you play them. You started off by picking a card from the deck to start your turn, and playing - using - any one card from your hand. The rules changes can alter, for example, the order of play, or how many cards of various kinds you can keep hold of, or how many cards you pick up or play in your turn. Blue cards are actions, which are mostly good - stealing cards from other people, reusing old cards that have been thrown out. To show how the game likes the random, you may swap your entire hand from the deck, or other people, and more bizarre ideas. One rule allows your first card of each turn to be chosen by other people - this may force you to play a card that loses you the game. A typical Fluxx game isn't long - between two and thirty minutes they promise, but it doesn't hit either extreme in reality. Because the order of which cards are dealt, which cards you play, which cards you have to discard and so on changes with every game, there are a huge amount of games to play. All raise a laugh, as people get stymied just when they think they're ready to win. There are several rules that can be played to make the game difficult as well. Some allow you to only hold one card in your hand - so you can easily be forced to throw away cards that seconds later would give you victory, but from experience people try and ignore these more negative cards and not play them. Instead rules expand until you are picking and playing five or six cards per turn, which is just as valid a game. It doesn't make the play faster or slower, or any more interesting - just different. It's a very easy game to start playing, but it becomes quicker once everyone gets some idea of what the cards do. For the first few games you have to really think, reading every card in your hand to decide your strategy. However experience doesn't really count for much - other people - even those who are allowed to start midway through! - will always come along and ruin your ideas. Fluxx really is worth a punt. Yes, all you get in your box is a deck of 80-odd cards, and not much else, but that's the point. You don't need score-cards or whatnot. You certainly don't need huge rule books, as the rules are made up as you go along. (You can also buy blank cards for ones of your own.) All you need is a handful of friends you don't mind shafting in a polite way. Fluxx, and Stoner Fluxx, are available on amazon, with the other mentioned products seen on eBay. Fluxx itself is really a charming little invention, which outlasts any novelty value, and becomes a favourite very easily. It gets slightly knocked down on VFM, and the amount of explaining a game with no rules actually needs! But it most certainly is recommended. Best played : for 3-6 people, aged eight and above. Set-up : very easy. Average playing time : 10-15 minutes. Online price : between £5 and £8, depending on site, version, seller, etc. Blanks for your own cards : £3.
My friends and I enjoy playing Fluxx when we're in the mood for a no-brainer. The game play is smooth and easy to understand. After one game, players understand the way it works and are usually enjoying themselves. Play begins with three cards in your hand. There are four card types. New Rule, Goal, Keeper, Action The game has one basic rule which is: Draw one card Play one card Unlimited hand size Unlimited number of keepers Then, as cards are played, you discover what the object of the game is (Goal cards) and the basic rule is amended (New Rules)... As people play Keepers, they try to meet a goal... only to be thwarted by their opponents. (usually on accident!) The action cards throw in a bit of "zing" to the swift gameplay and usually messes up everyone's plans for victory. I've found that the game can last anywhere from five minutes to an hour and a half... but usually ranges at about 30-45 minutes. Even though people pick it up easily and find it to be unresistably fun, FLuxx tends to be a game of chance rather than skill. Because of this, it makes an excellent "drinking" game. Fluxx is highly portable since it's just a deck of cards. Hope you enjoy it too!
Tortoise: What's the rules of this game? Achilles: Draw a card and play a card. The rules are written on this handy card in the centre. Tortoise: Oh? A: Yes, look. <Achilles draws a card from the central deck and adds it to his had of three starters. He plays a card down into the centre of the table>. A: See. Easy. Your go. (Tortoise draws a card) A: No, no, no. Look the rules are draw 2 cards and play a card. Didn't I just tell you? T: Eh? A: Look the rules are here in the centre of the table. This one I just put down says 'Rule: Draw 2 cards'. T: Ahh. I get the hang of this now. Each card changes the rules! Bu how do I win... A: You'll see. (The Tortoise plays a card that says 'Hand Limit: 2'). T: So know we can only have 2 cards in our hand when it's not our turn? A: Yes. These cards form the rules and have the exact wordings on them to help solve arguements. (The duo discard some cards. Achilles draws two cards) A: I shall play this new rule 'Play 3 cards a turn'. A: That means I now have to play two more cards to stick to the rules. I shall firstly play this nice card called a 'Keeper'. It's called 'Love' and I play it in front of me. T: And I guess you get to keep it? A: Your catching on fast. And next I play this Goal card that says 'Coffee and Donuts'. The winner is the player with Coffee and Donuts in play as their keepers. There's only one Goal ever in play. Now it's your turn, Tortoise. (The Tortoise draws dome cards) T: Aha, this is a new one on me. It's and an Action called 'Pilfer the Trash'. I can get any card out of the Trash and into my hand. A: Thats the last sort of card that you get in this game. They'll do all sorts of bizarre things, like give you extra turns, stealing keepers, exchanging hands and other things. T: I think I get the general idea now. (Our heroes play on, drawing and discarding, changing the rules of the game. After a few minutes, Achilles wins with 'Toast' when he has the Toaster and Bread keepers in Play). A: Another game, Tortoise? T: Perhaps, perhaps. it all seems a little random to me? A: It is, I think. there's some skill in the playing of the cards. It's a bit of fun, filler game. It's more exciting with a few more players, it must said. T: I like the rule changing idea, but I'd tire of this after a while. Get out Medici again will you, Achilles? (Fade to end).