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Buy The Game

Star Trek The Next Generation Fluxx

You Might Like

  • Small and lightweight
  • Easy to learn and teach
  • Perfect for groups
  • Brings out competitive nature

Might Not Like

  • Hard to strategise

Have you tried?

Star Trek Fluxx

Star Trek: The Next Generation Fluxx Review

star trek fluxx review

Star Trek: The Next Generation Fluxx is a themed version of the original card game Fluxx based on the 1987 Sci-Fi show adored by many. The game is simple, alter the rules to your heart's content and collect the current goal cards.  The constantly changing rules make for some frantic decision making and heartbroken opponents.

How Does it Play?

One of the great elements of Fluxx is its simplicity. The small box of cards and short sheet of rules takes moments to read over and seconds to prepare. Simply place the Basic rules, Draw 1, Play 1, into the centre of the table, shuffle the rest, and deal 3 cards to each player. With no active goal, use the cards in your hand to alter the rules for all players, set the goal, take actions or play Keepers. When your Keepers in play match the current goal requirements you win.

If you play new rules, these take effect immediately. Some rules instruct you to draw more cards, play all in your hand or add a hand limit for cards. Action cards give you abilities, such as recovering discarded cards or stealing opponents cards. The Goal card in play determines the combination of Keeper cards needed to win the game. There are even rule cards which allow several goal conditions to be in play at any one time. Giving you, and your opponents, more options for winning conditions. As the number of rules builds and the collections of Keepers grows in front of each player, the game becomes more frantic. All plans are thrown out of the window, as rules or goals change, and players must find a new path to victory.

For such a simple game, there is so much room for different play styles. Perhaps you like drawing cards to have more to choose from or you prefer hand limits which focus your options. You determine exactly how the game plays out, but so do your opponents.

Replayability

Fluxx is a hit with new players. It's super easy to learn, the actions are intuitive and the aim is simple to understand. This makes it perfect for bringing friends to the table or starting off your gaming collection. It’s also small and lightweight which makes it perfect to take with you when you travel or attend parties. Replayability in Next Generation Fluxx is great. It’s never a drag to get this game off the shelf, and it feels effortless to play again and again in one sitting. Players can drop in and out of the game seamlessly, dealing in or discarding all their cards, which is great for larger groups or parties. But even if the game does near the longer end of its 10-40 minute play through, it often feels like you are only a card away from victory.

Star Trek The Next Generation Fluxx Keeper Card

Why Star Trek: The Next Generation Fluxx ?

Star Trek: The Next Generation Fluxx is an obvious choice for any Trekkie. However, even if you're not a fan of the show, this is a fantastic edition to pick up. You’ll enjoy the cute polygon art of the characters and the references to the show. Collecting characters and equipment from the show is so much more engaging than the classic items like Milk or Sleep. But this isn’t just the same game with different pictures. There are new card types and abilities added into this version of the game which adds extra layers to the game play. It's these new elements that really elevate the game above the classic Fluxx.

Creepers are new card types not included in the original game. It's important to avoid these, as they prevent you from winning, but they are played immediately when drawn. Creepers always bring a sigh or angry mumble from players and can lead to hilarious scenarios. Sometimes you meet several goal card requirements but can’t seem to shift those Creepers to win.

Surprise cards are cards you can play at any time, to take instant actions. These often boost your own actions or hinder another players'. The excitement of playing a winning card only to see a smug smile as someone plays one of these purple ‘nopes’  cards. It adds a great twist to the game play.

The Ungoal card is played to replace the current goal.  If the conditions are met, the game ends and all players lose. This card keeps players on their toes.

Some of the Keeper’s now have special abilities. These activate whilst in play giving bonuses actions to the player. This is such a great addition to the game. Attempting to steal these cards to gain these abilities creates tensions between players.

Star Trek The Next Generation Fluxx Cards

Great Cards That Need a Mention

On playthroughs, there were a few cards which highlighted the improvements this Star Trek version brings to the game. These go beyond the Star Trek theme and which make it a great game for anyone.

Darmok! A reference to the episode of the same name, adds such a fun challenge. Players try to only speak in Names, numbers or noises between their turns in return for extra cards. Trying to trick people into speaking leads to some hilarious outcomes and fuels the competitive atmosphere. Pretending to get the rules confused always works on this one, people pipe up to correct you and you can smuggly respond ‘Darmok’.

The Holodeck Keeper opens up the possibilities for winning combinations. Allowing you to use a Keeper someone else has in play on your turn. This card certainly becomes a target of envy and is often stolen across the table, resulting in fleeting plans of victory.

  • Jean-Luc Picard

Watching your opponents face as you steal their Crew Member Keepers turn by turn. This is a bonus if the goal doesn’t even currently need Crew Members and you are only doing it out of spite.

Star Trek The Next Generation Fluxx Creeper Card

Why Should You Buy It?

Fluxx itself is already a fun, frantic card game. It's great for 2 players, where you can play off of each other but also for groups, where rules are changing between your turns. Players dropping in and out with ease also makes it perfect for parties. Yet this Star Trek: The Next Generation Fluxx version adds to the classic game with references, stylistic artwork and new card types. The fun, new abilities lead to an interactive game, with plenty of shouting round the table. These additions make it a solid addition to the collection whether you’re a Star Trek fan or not.

If you'd liked to see more variations of Fluxx, you can see the full collection here .

You might like

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PuzzleNation Product Review: Star Trek Fluxx and Star Trek: TNG Fluxx

star trek fluxx review

[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Innovation is part of the fabric of the puzzle/game industry. Constructors and game designers are constantly pushing the envelope, finding new ways to reinvent the puzzles and games we love in order to create new solving and playing experiences. Every new wrinkle is a step forward, and Looney Labs has been at the forefront of that movement for years now.

And it’s only fitting that Fluxx, a card game all about dynamic gameplay and ever-shifting rules, continues to grow, evolve, and adapt, adding new gameplay mechanics to an already loaded bag of tricks.

Their newest release also fits that ambitious aesthetic. After all, the Star Trek series has always been about boldly going where no one has gone before. Today, we’re doing the same as we review Star Trek Fluxx , Star Trek: The Next Generation Fluxx , and a special expansion pack .

star trek fluxx review

For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

star trek fluxx review

Star Trek Fluxx marries the chaotic gameplay of the now-classic card game with familiar characters and themes from the iconic science fiction franchise to create a fresh and enjoyable play experience.

The special touches are immediately identifiable, as the title at the top of every single card is written with the famous Star Trek font.

star trek fluxx review

Even as you collect and play cards bearing the images of beloved characters like Kirk, Uhura, and Spock, you’ll find yourself on a strange new world, as unfamiliar new actions and obstacles appear in your path. I encountered Action cards I don’t recall ever seeing in previous Fluxx games, like Taxation, which requires every other player to give you one card from their hands, and Brain Transference, where you switch seats, cards, Keepers, and Creepers with another player.

Not only that, but lurking in the deck amidst rules, keepers, and goals is an Ungoal, a card that works like a goal, except when all of the conditions on the card are met, everyone loses.

But that unpleasantness is balanced nicely by the many references to the classic show featured throughout the game. As a long-time Star Trek fan, it warmed my heart to see the goal card Majel’s Voice, which credits actress Majel Barrett (wife of Star Trek creator Gene Roddenberry) in her dual roles as Christine Chapel and the voice of the Starfleet computers in future editions of the series (as well as Deanna Troi’s mother, Lwaxana, in The Next Generation ).

I was also delighted to see the Fizzbin card, which features ridiculous rules reminiscent of the fictional game Kirk and Spock make up as a distraction in the episode “A Piece of the Action.”

These clever touches not only add depth to the gameplay, but serve as welcome nerdy reminders to fans of the series, little inside jokes that entertain, even as they wink and nod in tongue-and-cheek fashion.

star trek fluxx review

The Star Trek: The Next Generation edition of Fluxx covers a lot of the same ground as Star Trek Fluxx — including a special font for the card titles, Ungoals, and gameplay mechanics built around the technology like the Transporter — but adds numerous little touches that make for an enjoyably distinct play experience.

The Holodeck, for instance, comes into play with several cards, proving to be just as big a distraction (and occasionally, annoyance) as it was in the TV show. Some of the Keeper cards also grant additional actions to the players who use them — like taking additional cards, resolving Creepers that would prevent you from winning the game, etc. — that make them more desirable and handy than Keepers in other editions of the game.

star trek fluxx review

Not only that, but the cards are packed to capacity with inside jokes and fun references to events from the series. From the officers’ poker night to Picard’s harrowing declaration that “There Are Four Lights,” many of the show’s most memorable moments are reflected in some way in the gameplay.

Heck, there’s even a rule card that rewards you for communicating using only names and numbers like the aliens in the classic episode “Darmok.” It’s a super-clever idea based on a much-loved episode of the show.

Star Trek: The Next Generation Fluxx has all of the strengths embodied by Star Trek Fluxx, but still feels like it was created specifically for fans of the Picard years. It’s an elegantly balanced approach.

star trek fluxx review

And, for the very first time, two Fluxx games have been designed so that you can combine and mix them to create a unique play experience!

Although there’s nothing stopping you from mixing Fluxx games — the card backs always look the same, after all — sometimes differing games don’t mesh well, spoiling the fun. But in this case, not only were the two games designed to have similar elements — crew members, technology, ships named Enterprise — but there’s a small bonus pack, The Bridge Expansion , which is crafted to make the most of merging your two games.

Yes, much like the Borg, you can assimilate each game’s individual strengths into a single, unified core.

star trek fluxx review

With goals that encourage crossovers between the two shows, as well as a rule card called The 5 Card Mission (referencing the U.S.S. Enterprise’s original 5-year mission), The Bridge Expansion allows for double the Fluxx-fueled chaos and fun.

Whether you’re choosing to play one of these new star-spanning editions of the game, or combining all three products for the ultimate Star Trek Fluxx experience, you are guaranteed to be surprised and amused. Looney Labs games continue to innovate, entertain, and grow in both complexity and cleverness, and they’ve truly outdone themselves this time around.

[ Star Trek Fluxx , Star Trek: The Next Generation Fluxx , and The Bridge Expansion are all available now from Looney Labs and certain online retailers.]

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Geeky Hobbies

Star Trek: Voyager Fluxx Card Game Review and Rules

By: Author Eric Mortensen

Categories Board Games , Card , Reviews

Star Trek: Voyager Fluxx Card Game Review and Rules

Anyone familiar with Looney Labs is probably familiar with the company for its most popular game Fluxx. For those not familiar with the game, Fluxx is basically the game of ever changing rules as each card that is played can drastically change the game. Created back in 1997 Fluxx has had many different versions created over the years that have utilized a lot of different themes. Back in 2018 Looney Labs acquired the license for Star Trek and released a version for the original series as well as Next Generation. Last year Looney Labs continued by releasing Star Trek: Deep Space Nine Fluxx . Now this year the company has released a Fluxx for the fourth main series in the franchise Star Trek: Voyager which is what I am looking at today. Star Trek: Voyager Fluxx doesn’t drastically change the Fluxx formula, but it retains the constantly changing enjoyable gameplay that fans of the franchise should really enjoy.

How to Play Star Trek: Voyager Fluxx

  • Place the Basic Rules card in the middle of the table.
  • Shuffle the deck and deal three cards to each player. If anyone is dealt a Creeper they will place it in front of themselves and will be dealt another card to replace the card in their hand. The rest of the deck becomes the draw pile.
  • The dealer or a player chosen at random will start the game. Play will then proceed clockwise.

Playing the Game

Star Trek: Voyager Fluxx is a game whose rules will regularly be changing. The basic outline of each turn though is as follows:

  • Draw a number of cards based on the current rule.
  • Play a number of cards based on the current rule. Players can play cards even if they have no effect on the game. A player has to play the number of cards required by the current rule even if the card will win the game for another player.
  • Discard cards to comply with any limit rules in place. A player can wait until the end of their turn to comply with a limit. If a limit card is played though, all of the players other than the current player have to discard cards immediately to comply with the limit.

Any special actions that come from New Rules, Keepers or other cards can be performed at any point during one of these steps.

Star Trek: Voyager Fluxx features a number of different cards which have different impacts on the gameplay.

New Rule cards will change the rules that players will follow in the game. To begin the game the players will draw one card and play one card. New Rule cards can change how many cards players will draw or play, impose limits on hand size or keepers, give players additional actions that they can take on their turn, or add other rules that players must follow.

New Rule Card in Star Trek: Voyager Fluxx

This player has played a New Rule card. Players will now draw two cards at the beginning of their turn.

When a New Rule card is played you will check the other New Rule cards that are in play. If the new card contradicts a card already in play, the previous card is discarded.

Any New Rule cards that are played will immediately go into effect which means that the current player will have to comply with them. For example if a card forces a player to draw more cards than they did at the beginning of their turn, they will have to draw the extra required cards after playing the New Rule card.

New Rules in Star Trek: Voyager Fluxx

At this point in the game there have been four New Rule cards played. On each turn players will draw two cards and play three cards. At the end of their turn the players will have to discard Keepers from in front of them if they have more than three. Finally the players can choose to discard one of the Keepers from in front of themselves in order to draw three cards.

Keepers are used by players in order to win the game. When you play a Keeper card you will place it face up in front of you. It will stay there until either a card is played to discard/move it or you decide to discard it due to a Keeper Limit. Some Keeper cards will have a special ability that you can activate on your turn.

Keeper Card in Star Trek: Voyager Fluxx

This player has played the Kathryn Janeway card. The card will count towards any Goal card that features the card. The player will also get to steal one Crew Member from another player each turn.

Some of the Keepers will also feature a special icon.

Starfleet Officer Symbol in Star Trek: Voyager Fluxx

Any Keeper with the above symbol is considered a Starfleet Officer for the text on some of the cards.

Equipment Symbol in Star Trek: Voyager Fluxx

Any Keeper with this symbol is considered Equipment which can malfunction.

Goal cards give players the objective of the game. In order to win the game a player needs to fulfill all of the requirements on the current Goal card.

Whenever a new Goal card is played, the previous Goal card is discarded.

Goal Card in Star Trek: Voyager Fluxx

With this Goal card in place, in order to win the game a player will need the Seven of Nine and The Borg cards in front of them in order to win the game.

When an Action card is played you will follow the instructions on the card. After completing the instructions the Action card will be discarded.

Action Card in Star Trek: Voyager Fluxx

When a player plays this action card they will discard their entire hand and draw the same number of cards from the draw pile.

Creepers act similar to Keepers, but are usually bad for a player as they will usually prevent you from winning the game.

Whenever a player draw a Creeper card they must play it out in front of themselves immediately. This includes the cards you are dealt at the beginning of the game. Playing one of these cards does not count as one of the cards that you have to play during your turn. To replace any Creeper cards that you are forced to play, you will draw new cards for your hand.

Creeper Card in Star Trek: Voyager Fluxx

When The Borg card is drawn it will immediately be placed out in front of the player that drew it. It will attach to a Keeper in front of the player. The card will prevent the player from winning the game unless the current Goal card features The Borg.

Some Creeper cards feature the symbol shown below. Any Creeper with this symbol will be attached to one of your Keepers. If you don’t have any Keepers currently, the Creeper will attach to the first Keeper placed in front of you. When a Creeper is attached to a Keeper it will stay with it until it is removed from the game.

Creeper Symbol in Star Trek: Voyager Fluxx

Surprise cards can be played at any time even during another player’s turn. Each Surprise card has two different actions on it. Which action you will perform depends on whether you played it during your own turn or another player’s turn.

Surprise cards can also be played to cancel out other Surprise cards.

Surprise Card in Star Trek: Voyager Fluxx

This player has played a Surprise card. If they played it on another player’s turn they will place the Keeper that was just played in front of themselves instead of the current player. If they played it during their own turn they will get to steal a Keeper from another player.

End of Game

When one of the players meet the conditions of the current Goal card they will immediately win the game even if it isn’t their turn. If two or more players win at the same time, the game will continue until there is only one winner remaining.

Winning Star Trek: Voyager Fluxx

The current Goal card in the board game requires players to have the Kathryn Janeway and Holodeck Keeper cards. This player has both of these Keeper cards so they will win the game.

My Thoughts on Star Trek: Voyager Fluxx

Star Trek: Voyager Fluxx is basically exactly what I expected it to be. I have played quite a few different Fluxx games in the past and thus are pretty familiar with the franchise. For the most part I wouldn’t say that Star Trek: Voyager Fluxx drastically differs from any other game in the franchise. The game doesn’t add any new types of cards and the basic rules haven’t changed. Really the only differences in the game have to deal with the theme and the individual cards. The cards are obviously built around the Star Trek: Voyager theme and thus have some unique cards that relate to the series. Because of this your opinion of the game is unlikely to differ from other games in the franchise. If you don’t really care for Fluxx I don’t see that changing with Star Trek: Voyager Fluxx. Those who enjoy Fluxx though and are also fans of Star Trek: Voyager will likely really enjoy their time with the game.

Really the only difference between Star Trek: Voyager Fluxx and most other Fluxx games is the cards themselves. I don’t have a card breakdown of all of the other versions of Fluxx, but Star Trek: Voyager Fluxx seems to have more flexibility than a lot of the other games from the series that I have played. The game has a few new cards that can be pretty powerful if used at the right time. Some of these cards can feel a little overpowered at times, but those who like manipulating the card abilities to change things quickly will probably appreciate this fact. In particular I was surprised by the number of Keepers that also have a special ability in the game. I would say that around half of the Keepers in the game have a special ability that you can activate. This means that players have more things that they can manipulate in order to change the rules in their own favor. Players who like to play cards that play off one another will probably like the mixture of cards in Star Trek: Voyager Fluxx.

So this leaves me with the people who have never played a Fluxx game before. The easiest way of describing Fluxx is to say that it is a game where the rules are constantly changing. The basic objective of the game is to play Keepers in front of you that match the current goal. This seems quite easy, but how you get to that point is what makes the game. Almost every card you play in the game will have an impact on the game. Outside of drawing and playing at least one card on your turn, the rest of the rules can change at any time. You could end up drawing or playing more cards, having limits on the number of cards that you can have, or even having other unique actions that you can take on your turn.

Fluxx is a game that people have differing opinions on. Some people love the franchise while others aren’t fans. The biggest complaint that most people have with the game is that it relies on a lot of luck. Despite being a fan of the franchise, I agree that the game relies on quite a bit of luck. What cards you end up drawing will determine whether you can win the game. Even if you have the perfect strategy you won’t be able to overcome crummy card draw luck. The game can feel kind of random at times as the play of one card can totally change all of the players’ standings in the game. You could be on the verge of winning and then another player can swoop in and steal victory from your grasp.

Star Trek: Voyager Fluxx does rely on a lot of luck, but I think it has more strategy than a lot of people give it. You can only use the cards that you are dealt, but how you use those cards can have a bigger impact on the game than you would expect. The key to doing well in the game is figuring out how you can manipulate the various card abilities to benefit your own position in the game. You have to think ahead, but also be willing to adapt on the fly depending on what cards you draw. In many cases you will have to chain together a group of cards in order to get the Keepers and Goal cards you need out in the same turn so the other players can’t mess with your strategy. The players who are best at coming up with chains of cards are the most likely to succeed in the game. I personally find it to be quite satisfying when I am able to chain together several cards in order to suddenly win the game.

I think Fluxx’s other biggest strength is that the game is also quite easy to play. The basic rules of the game are really simple as you just draw and play cards. The most difficult thing about the game is that the rules are constantly changing. For first time players this may take a little time to get used to. The various rules that you can implement in the game though are usually quite straightforward where you don’t have to worry about not understanding what a particular rule does in the game. I think the game could be taught to most first time players within just a couple minutes.

As for length I would say that it really depends. A player could theoretically win the game on their very first turn (highly unlikely) or it could take quite a bit of time as players keep messing with each other’s plans. In most cases these are outliers though. I would say that the typical game is likely to take around 15-20 minutes unless a player has really good luck or the players have bad luck. This makes the game a great filler game for when you either need something to break up more complex games or you only want a quick game that you can finish quickly.

Star Trek: Voyager Fluxx’s components are on par with what you would typically expect from the Fluxx franchise. While I am not as familiar with Star Trek: Voyager as most of the other shows in the series, the game seems to do a good job utilizing the theme. Some of the card abilities are based around events from the show. I also thought the cards’ artwork was also quite good. The style is similar to most other Fluxx games, and I think it looks nice. The card design is also straightforward where it is easy to tell what type of card each is and what ability it has in the game. Like the rest of the Fluxx series the game also comes in a small box where it doesn’t take up a lot of room which allows you to easily transport the game.

Should You Buy Star Trek: Voyager Fluxx?

In many ways Star Trek: Voyager Fluxx is pretty much what I expected it to be. The cards themselves have some new abilities and the game in general seems to have more special abilities than a lot of versions of the game. That is pretty much the only difference with the game though. Thus your opinion of the game is likely to depend on your opinion of Fluxx in general. The game does rely on quite a bit of luck like all Fluxx games. I still enjoyed the game though as there is some strategy to how you decide to use your cards together. The gameplay is quite easy to play and usually plays pretty quickly. It may not revolutionize the Fluxx franchise, but I enjoyed playing Star Trek: Voyager Fluxx as it maintains that chaotic always changing gameplay that I have always enjoyed about the Fluxx franchise.

Since it shares so much in common with most other Fluxx games, if you have never really cared for Fluxx I don’t see that changing with Star Trek: Voyager Fluxx. Those who enjoy Fluxx though and are a fan of Star Trek: Voyager should really enjoy their time with the game. Those not familiar with Fluxx should enjoy the game if they like the theme and think the ever changing gameplay sounds interesting.

We would like to thank Looney Labs for the review copy of Star Trek: Voyager Fluxx used for this review. Other than receiving the review copy we at Geeky Hobbies received no other compensation. Receiving the review copy had no impact on the content of this review or the final score.

Buy Star Trek: Voyager Fluxx online: Looney Labs

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We Play, So You Want To

Star Trek Fluxx & ST: TNG Fluxx Released!

Even if you're not a huge Star Trek fan, you'll love the new things introduced in Star Trek Fluxx and Star Trek: TNG Fluxx by Looney Labs! - SahmReviews.com

Unless you’ve been hiding under a rock for the past decade, you’re probably already aware of the super-popular card game, Fluxx. Introduced by Looney Labs in the late 90’s, it is continuously being reincarnated under new licenses and themes. All of which can be combined with each other to create a more chaotic and massive game.

We’ve talked about a number of the popular versions in the past, including Holiday Fluxx  and Firefly Fluxx . Versions that have serious educational value are regulars in our Holiday Gift Guides.  Fluxx Español , Dr. Who Fluxx and  Math Fluxx  have been popular titles in previous years, while Anatomy Fluxx earned a top spot this holiday season. And while there have been pop culture themed versions of Fluxx in the past, none of them have excited us as much as the release of two Star Trek versions – Star Trek Fluxx and Star Trek: TNG Fluxx !

We won’t bore you with another overview of the rules as we’ve already covered them before when we told you about Firefly Fluxx and Holiday Fluxx. What we want to highlight is the depth of research that must have been done to keep these two games true to the Star Trek world. We’re HUGE Star Trek fans, having gone to conventions, collected autographs and watch every episode ever made (except for the current series that is behind a paywall on CBS Online…). So authenticity is a big thing for us and fortunately Looney Labs delivers.

Star Trek Fluxx

If you’re even a little bit familiar with the classic series, you’ll instantly recognize most every card in the 100 card deck. Of course Captain Kirk, Spock, Uhura, Scotty, McCoy, Sulu & Chekov are represented. What we didn’t expect is that a couple lesser characters like Christine Chapel and Ensign Smith would also make the cut. Romulans and Klingons are exhibited only as a race and special mention of the computer’s voice, vocalized by Majel Barrett-Roddenberry, is a welcome homage to the wife of Star Trek creator, Gene Roddenberry.

Of course, no game set in the classic Star Trek universe would be complete without Tribbles. If you haven’t seen the episode, you must stop what you’re doing and stream it now. The rest of the cards are similar to what you’ll find in other versions of Fluxx. Actions, Goals, Keepers and Rules are all present with only a couple minor changes.

Keeper cards with the familiar Starfleet Command symbol (the arrow-like logo on each person’s uniform) may be used when a Crew Member is called for on another card. Keepers with slider controls are classified as Equipment. This means, as equipment regularly does, that it can fail. Having these two new categories of cards adds an interesting twist to a standard game of Fluxx since any matching card of that type can be used to fulfill the requirement!

At under $20 for this officially licensed version of Star Trek Fluxx, you’ll find copies on Amazon or at your local game store.

Star Trek: TNG Fluxx

Although we’re fans of the classic series, our heart actually lies in The Next Generation. When we think of a Star Trek captain, Picard is the first to come to mind. It was one of the first series we watched as a married couple, making sure to never miss an episode or try to record it on our VCR (remember those?!).

Star Trek: TNG Fluxx is similar to Star Trek Fluxx in that the special symbols are the same. Not previously mentioned are other types of cards like Creepers (opposite of Keepers – you don’t want them), Surprises (can be played at any time), Ungoals (opposite of Goals – everyone loses if its conditions are met) and Meta Rules (rules that don’t change for the entire game).

All of our favorite characters are in the game – Picard, Data, La Forge, Tasha Yar, Worf, Riker, Troi, Dr. Crusher, Guinan and even the controversial character, Wesley Crusher. Goals cover the popular events of the series like the involvement of Q, Picard being turned into Locutus by the Borg and the regular Tuesday Night Poker games hinted to in a couple episodes. Fans of TNG will be pleasantly surprised by the breadth of coverage of items from all seasons, not just the first few.

Also under $20 online and at your favorite retailer, Star Trek: TNG Fluxx is a must-have for any real Star Trek fan. And since TNG is our favorite of them all, it was an easy choice for inclusion into our Holiday Gift Guide about all things pop culture !

Star Trek Fluxx: Bridge Expansion

Of course you’ll want both copies of the Star Trek Fluxx games and maybe you’ll want to mix them together. To do so, pick up an inexpensive copy of the Star Trek Fluxx: Bridge Expansion (get it, bridge them together!) to mix in twelve extra cards that seamlessly allows both decks to be used together!

These include a new Meta Rule, the introduction of the Enterprise’s Bridge and new goals that feature items and/or characters from each version to accomplish. Although I’m not sure that Picard and Kirk would generally see eye-to-eye on most things…

We’re 100% positive these aren’t the last games you’ll see in the Fluxx line and are hopeful the Star Trek series will continue with Deep Space 9, Voyager, Enterprise and more. We’ll be watching Looney Labs’ Facebook and Twitter feeds to find out exactly what and when the next ones are coming out. In the meantime, check out their website to see all of the other amazing versions of Fluxx already in the wild!

RED ALERT! RED ALERT! Keep an eye out this afternoon as we’ll be giving away a copy of Star Trek: TNG Fluxx to one winner in our annual Mega Giveaway promotion!

Which of the Star Trek shows was/is your favorite?

1Artboard 1 copy 2

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15 thoughts on “ star trek fluxx & st: tng fluxx released ”.

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I love all things Star Trek! Plus this has a great design, so…..adding it to my list.

Nice! I really enjoy the fluxx games!

Just added to my wishlist! Looks awesome!

Flux games are the best. I have the Monty Python one, and it is hilarious.

I’ve never played a FLUXX game…but a Star Trek edition seems like the perfect place to start!

Spock it is!

So awesome! I love Star Trek!

Star Trek is my favorite

This looks awesome.

Got this for Christmas and am excited at the positive review. My only critique, which isn’t really related to gameplay, the box art. They included five of the seven series stars, which is fine if they couldn’t fit all seven. But, why choose all the men and leave Troi and Crusher off?

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Friday 13 July 2018

Star trek fluxx revealed.

star trek fluxx review

Beam yourself aboard the Enterprise-D for a game of Star Trek: The Next Generation Fluxx! Join Picard, Riker, Data, and the rest of the TNG crew, to gather the Keepers you need for victory – but don't let Creepers like Q or the Borg keep you from your mission! With new cards like Darmok and the Rule of Acquisition, this version of Fluxx will take you into the 24th Century!

star trek fluxx review

Set a course for the final frontier with Star Trek Fluxx! Featuring Kirk, Spock, McCoy, and the rest of the original series crew, you’ll take command of the Enterprise, and face Creepers like Klingons, Romulans, and the terrifying Doomsday Machine. You might even find yourself playing Fizzbin or Venting the Warp Core to explore new worlds and collect the Keepers needed for victory! Star Trek Fluxx will take you where no card game has gone before!

star trek fluxx review

Want to shuffle your Star Trek Fluxx together with your Star Trek: TNG Fluxx? Great! We designed them to be combined! And the 12 Bridge Pack expansion cards make it even better. The Bridge Keeper lets you take control of either Enterprise, and a host of new Goals let Kirk meet Picard, Spock meet Data, and the Past meet the Future!

star trek fluxx review

The Borg cube on the box is the Eaglemoss light-up model isn't it?

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Find Star Trek comics, toys, statues, and collectibles at TFAW.com!

Looney Labs FAQ

Everything you ever wanted to know about looney labs games (almost), star trek: the next generation fluxx faq.

This is for if you’re playing with just Star Trek: TNG Fluxx. Here’s the link for questions about playing with both Star Trek Fluxx decks mixed

Also be sure to check out All Fluxx FAQ for more general questions. If you don’t see your question answered among these, please email us at: [email protected]

Back to Star Trek Fluxxen

Q: If my play is canceled by a Surprise, do I get to take a different play instead?

Q: does using a special ability listed on a keeper or creeper count as a play, q: does creeper sweeper remove the borg cube and/or doomsday machine from play, q: the various engineers in the trek fluxxen don’t specifically say they can detach malfunction. does that mean that the broken device must be tossed as well, q: if i choose to get on with it or swap plays for draws, and i end up getting creepers when i draw, can i still use free actions or keeper powers to get rid of them, q: can the surprise stop that (aka belay that) prevent someone from using the action card that is currently part of the let’s keep doing that rule, q: what if i draw creepers while drawing cards for distress call, q: can i use the rule of acquisition to take an opponent’s keeper if i don’t have any cards in my hand to give up, q: if i’m drawing multiple cards on my turn, and i draw a creeper that makes me win, do i have to finish drawing the rest of the cards for my turn, q: what if i want to deliberately target the expendable crewman with my laser pistol / phaser, q: if someone plays beam us up, and the transporter/teleporter is in play, but it’s malfunctioning, would that player still get all of the crew/beings in play, q: if i have a creeper needed to win, and i also have other creepers not mentioned on the goal, can i win, q: can the holodeck count as both itself and someone else’s keeper for goals which require the holodeck itself, q: if someone stopped my play with a surprise, and then i used mystery play, and drew a surprise, can i use that to counter their surprise, q: if someone plays mix it all up, and, as the keepers and creepers are being dealt out, someone gets the winning combo, do they win immediately, or must the rest of the cards be distributed, q: if i use that’s mine (or twist of fate) out of turn to take a keeper from my opponent, is there time for one of their attaching creepers to attach to the keeper i’m stealing, forcing me to take the creeper as well, q: are keeper/creeper powers that say “on your turn…” only able to be used once when you first put the keeper in play, or on every turn, q: if it’s draw 1, play all but 1, i draw 2 cards if i have no cards. if i then play draw 4, do i draw 2 or 3 more is that extra card counted as a draw or ignored like the no hand bonus is, q: if i do something that allows me to steal or swap a creeper, can someone play the surprise not my/your problem to prevent me from getting the creeper, q: if my opponent has a keeper in play which says “on your turn you may…” can i use that power on my turn, since it doesn’t specify who “you” are, q: does the expendable crewman protect against a keeper being copied by the holographic projector or being given an attaching creeper during creeper reassignment, q: can someone play a surprise in the middle of the execution of random tax, q: when a player is allowed multiple plays on their turn, are there any guidelines for timing between plays, q: if i have the transporter and take someone else keeper, putting that card in my hand, is that card immediately playable provided i still have plays on my turn, q: when i play a keeper with a power or special ability, must that be invoked immediately, q: when i use a free power on a keeper (or creeper), is the keeper destroyed, q: does double agenda include the playing of a second goal as part of it’s effect, q: if i have the computer in play, and i draw malfunction as my first card, does it immediately eliminate my extra draw, q: if i play draw 3, play 2 of them, and one of the cards i draw is let’s keep doing that, is draw 3 play 2 of them available to “keep doing” what about the unused third card, q: does goal mill allow one to discard ungoals along with goals from one’s hand, q: does the holographic projector make it as though i own other people’s keepers, and can use their powers, or just for meeting the goal, q: how do i handle creepers which are dealt to me at the beginning of the game, q: if i attach a creeper to a keeper, can i change it to a different keeper on a subsequent turn, q: if a goal requires a keeper and attaching creeper, must it be attached to the keeper on the goal, or could it be attached to any of my keepers, q: if i have the computer (which lets me ignore limits) and someone takes it away or trashes it, do i then have to comply with the current limits, q: what happens if two players simultaneously meet the win conditions because one of them has the holographic projection, q: what happens if i play let’s keep doing that, and there are no actions in the discard pile, q: at the end of a turn, which would happen first: the holographic projector/holodeck turns off, or keepers are discarded from a keeper limit, q: for the action creeper reassignment, what does “other” mean other myself, or other than the person who had it, q: what happens if i have zero cards in hand, with draw 1, play 1, and i draw and play play all but 1, q: what happens if i play an action that causes my turn to end immediately in the middle of draw 3 play 2 or draw 2 & use em (or fizzbin, or goal bonanza), q: do you get to change out the action placed on let’s keep doing that on every turn, q: what happens if a goal and ungoal are met at the same time, q: attaching creepers say “both cards stay together until discarded.” are there exceptions to this rule, q: does countering a surprise on my turn count as one of my plays can i also use it for the in-turn function if i do this, q: can the holographic projector imitate a creeper by itself, q: are there any surprises that can stop an act of plundering, q: it seems like get on with it or swap plays for draws would contradict play all. would putting either of these into play cause play all to be discarded, q: when we draw a creeper, put it into play, and then “draw another card to replace it,” does that card replace the creeper, discarding it, q: does the expendable crewman have any effect when someone with the teleporter plays beam us up, q: what happens if you draw a turn-ending card when you use wormhole, q: what cards have effects that include ending my turn immediately if i play/use them, q: how does share the wealth (or mix it all up) interact with attaching creepers, q: can the teleporter teleport itself what about the transporter can one transporter transport another transporter, q: can the stop that surprise counter the “free action” provided by some rules or keepers, q: can a surprise be used to cancel a hand limit on your own turn, q: if someone plays trade hands with me, and i have some surprises (other than stop that, which could prevent the trade) can i use them up with no effect, just so i don’t have to give them to the other player, q: can i play a surprise to cancel a win caused by using wormhole, q: what happens to the two goals when double agenda is trashed, q: if multiple surprises are canceled by each other, how do you figure out what happens in the end, q: what are all the different cards in different versions where you get to draw the top card and play it immediately, q: i if i have the promo card the computer (or batcomputer) in play, do i get to draw extra when invoking actions that have me draw or play cards, q: could you clarify how many cards we can eliminate with let’s simplify what does “up to half (rounded up)” mean, q: if a goal requires something + either of two creepers. can i win if i have both creepers, q: if someone plays beam us up, and one player had a being/crew member with a creeper attached, what happens what if someone has the teleporter/transporter, q: when you play the computer promo card, do you instantly get another draw and another play, q: if the holographic projector/holodeck is used to imitate a keeper with a creeper attached, does the hologram count as both the keeper and the creeper at the same time, q: are the powers of the computer optional, q: if you play a keeper/item that lets you take another keeper/item, can you immediately use that power to take the target card, q: can someone with the holographic projector win if the two keepers needed are owned by other players, q: when i trash, destroy, discard, exchange, or recycle one half of a keeper/creeper attached combo do they stay together, q: when you use the teleporter or transporter on a keeper with an attached creeper, does the creeper move as well, q: how does the math work on distress call, q: the captain has a choice of four keepers he can steal, but one is the expendable crewman, does he have a choice, or must he take the red shirt, q: how does the expendable crewman work when exchange keepers is played, q: does beam us up only apply to keepers with the brain icon, or the crew-member icon (or visitor/other personnel icon), q: if i’m using my laser pistol to shoot another player’s keeper-with-creeper, and they have the expendable crewman, what happens, q: does the expendable crewman protect against the scientist’s power, even though the scientist can’t steal the crewman, q: can you get on with it or swap plays for draws with your cards from an action like draw 3 play 2, q: if a card says “your turn ends immediately,” but play all is in effect, which takes precedence, q: is the third surprise function (countering another surprise) limited to in-turn or out-of-turn play, q: can you use the skullduggery promo card to cancel a plunder – not on the rule itself, but on a single act of plundering, q: if something is played where “your turn ends immediately,” does it mean that you are not subject to the hand and keeper limits that turn, q: if swap plays for draws and play all (or play all but 1) are both in effect, how does that resolve, q: is swap plays for draws limited by the number of cards you have in your hand, q: what do i do if i draw a creeper because of an action, q: if the rules are draw 1, and i draw three creepers in a row, how many cards do i redraw, q: if my attaching creepers are not attached to the keepers i need to win, can i still win, q: must attaching creepers be attached at the first available opportunity, or only are they only attachable when first played, q: what does it mean when a card says its action is a “free play” or a “free action”, q: what counts as a “special power” that might be impaired by an attaching creeper, q: do surprises work any differently in a two-player game than they do in a game with more people, q: can a surprise card be played to stop a card played previously during someone’s turn, q: if someone cancels one of my plays with a surprise, do i get the card back, and still have that play to use, q: if a surprise card can cancel out other surprise cards can a 3rd (or even 4th) surprise card be played consecutively, q: with that’s mine (that be mine, twist of fate) played out of turn, if someone is receiving a card via an action, can i use that’s mine to intercept it, and get that keeper myself, q: if i use the “during my turn” part of a surprise card on my turn, does that count as a play, q: can one ever use the out-of-turn function of a surprise during one’s own turn, q: can you use the out-of-turn option on canceled plans to nullify a goal you are forced to play during your turn that would cause someone else to win, q: with canceled plans played out of turn, does this card only discard a goal that a player has just played or an existing goal on the table, q: can canceled plans prevent someone from winning the game what about that’s mine, q: does a counter-surprise count as a play for the person whose turn it is, q: can i use a surprise from my set-aside hand to cancel a surprise played on one of my draw 2 & use em, or draw 3, play 2 (or fizzbin, or goal bonanza) cardplays, q: if a player uses trade hands, and their hand contains stop that (which cancels actions) can the other player use it immediately upon receipt to cancel the trade hands, q: regarding canceled plans and stop that, if you play them during your turn, it says “all other players must discard one goal/action, or a random card, from their hands.” does that mean players get a choice, q: if double agenda is on the table, and each goal requires a different creeper can you win by fulfilling both goals, q: if i have specific creepers required for a goal, but i also have other creepers, can i still win with that goal, q: when double agenda goes into play, does the next goal played have to go in the second slot, q: if play all but 1 is in effect, and there’s something that requires me to increase my plays, do i end up playing all, q: for actions that re/distribute keepers and/or creepers among the players, how are those dealt back out, q: for everybody gets 1, do i get to look at the cards before i hand them out to people, q: does the rule mystery play require one to play the specific card flipped up from the top of the deck, q: do keeper limits apply to creepers as well, q: if you draw a creeper with mystery play (or any of its analogues) you play it and then redraw. what if you draw yet another creeper.

A: When someone counters your Play with a Surprise, no, you do not get to choose a different card to play. That play was canceled.

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A: No, using any special powers or abilities listed on Keepers or Creepers does not use up one of your plays for your turn.

A: To refresh, The Borg and The Doomsday Machine say: If you have this and [the] Enterprise , you can discard both. Any other event that would cause this to be discarded instead just moves it to the next player.

So, no, Creeper Sweeper would not cause the Borg Cube or Doomsday Machine to go into the discard pile. They would simply move to the next player.

A: This was clearly an oversight on our part. We hope that everyone considers Starfleet Engineers competent enough that they don’t simply toss a broken piece of equipment or machinery, they fix it. Yes, Scotty, Geordi, Lt. Torres, and Chief O’Brien can all detach a Malfunction in order to discard it, rendering the afflicted item intact again.

One benefit of the unintentionally simplified language used (“If you have a Malfunction, you may discard it.”) is that the Malfunction doesn’t have to be attached in order to be discarded, so that’s a plus.

A: Well you can… just not until your next turn.

When a player chooses to take either of these Free Actions, the effect is simultaneous with their turn ending immediately. Most notably, this means that if you draw any Creepers with your draws from Swap Plays or Get On With It, you’re stuck with them until your next turn, even if there are conditions which allow you to trash or give them away on your turn. Your turn ended immediately with the draw, so that window is over.

For more info on when you can do what during a Fluxx turn, see the link at the bottom of the right sidebar: Order of Events in a Fluxx Turn

A: This is an odd case, as normally Stop That!, the counter-Action Surprise (aka Belay That!) could not be used against what is essentially a Rule-that-gives-a-Free-Action, but, in this case, since there is literally an Action card involved, Andy says, yes, you can use Belay That to prevent its effects. HOWEVER, normally, using Belay That on an Action would have you throw that Action away, but, in this case, since the Action is attached to Let’s Keep Doing That, it stays in play, though it may not be used again on this turn.

It could also be stopped by the newer Surprise called No Free Lunch! which counters the use of any Free Action (though, again, it doesn’t discard the card being used, it just prevents the person from getting to use the effect.)

A: So the process starts with the initial “All players draw 1 card from the deck.” So, if you draw a Creeper for the first card, you have to play it immediately, and redraw until you get a non-Creeper. It’s possible that you might end up getting multiple Creepers this way, but eventually you will draw 1 non-Creeper, and add it to your hand.

Once you have managed to draw a non-Creeper, assess how many Creepers you have in play. Now, you need/get to draw a total of 2 x #Creepers you have. That total includes the first card you drew.

So you continue to draw until you have gotten the correct number of non-Creepers and added them to your hand. If this draw process ends up adding yet more Creepers to your array, then you may have to adjust your total as you go.

I find that talking through the process helps me keep track:

“One… oops, a Creeper! One… there we go, a non-Creeper. But now I have one Creeper, and I need to draw a total of two cards, so that’s one more… dang! Another Creeper! Okay, now I have TWO Creepers, and I need to draw a total of FOUR cards, so that’s THREE more. Okay… two, three, four. Whew! Okay, done!

A: No. This is a business exchange, and you can’t make the “deal” if you don’t hold up your half of the bargain.

A: Yes, you must finish drawing the rest of your cards for your turn – you might draw another Creeper which would prevent your win. You must accept any and ALL Creepers acquired during your initial Draw phase before assessing win conditions.

Consider the initial Draw phase to be all one simultaneous thing. Think of it this way: not everyone draws one… card… at… a… time. Some grab the total number for the Draw, add them to their hand, then deal with Creepers at that time, putting them immediately into play, and drawing to replace. Differences in draw style should not affect the outcome of the game.

A: First, note that Ensign Smith is the Star Trek: Original Series Fluxx, version of the Expendable Crewman, and Tasha Yar is the Star Trek: TNG Fluxx equivalent. They all work the same in terms of having the “power” of impulsive self-detrimental tendencies.

Also note that Star Fluxx has the Laser Pistol, while the Star Trek Fluxxen have the Phaser, and that they work ever so slightly differently. The Laser Pistol can only target a Keeper if afflicted by an Attaching Creeper, and the Phaser can only target a Creeper, so you can only target the Expendable Crewman (or analogue) directly if they have a Creeper attached to them.

However… since the Expendable Crewman is known to jump in the way of a laser beam endangering any other Keeper, you could pursue an insidious plan whereby you target some Creeper-attached-to-a-different-Keeper belonging to the player who has the Expendable Crewman. The Expendable Crewman will then leap into the fray to protect the other Keeper which has a Creeper attached, unwittingly becoming the victim themselves.

While the Phaser can target Creepers that don’t attach, note that no Expendable Crewman worth their salt would take action to protect a stand-alone Creeper, so you’ll still be limited to attacking Keeper-Creeper combos if you’re trying to dispose of an Expendable Crewman or analogue.

So, while you can’t necessarily target the Expendable Crewman (or analogues) outright, it’s absolutely still possible to do it on purpose within these parameters.

A: If your Transporter is Malfunctioning, no, it will not get you all the Crew in play. You will get the same effect from Beam Us Up as if you had no Transporter.

(Note that in Star Fluxx, it’s called a Teleporter, and the Keepers which are Beamed Up are Beings, not Crew, but this question could still arise if Beam Us Up is played with a Malfunctioning Teleporter)

A: No, you cannot. In most cases, if you have a Creeper not mentioned on the Goal you are trying to win with, then it prevents you from winning.

The exception could be considered to be Batman Fluxx, where, if you are winning with ANY Goal which requires a specific Villain (the Creepers of the Batman version) then no Villain prevents your win. You are considered to be “on the side of the bad guys” for that win. Batman Fluxx is also an exception in that, if the Goal does NOT require a Villain, then Villains ANYWHERE (in front of ANY player) will prevent the win.

Q: No. The Holodeck can only be one thing at a time. It is either being [some other thing] OR it is being [a device which can imitate some other thing]. As Andy said quite concisely: One Keeper can only be one Keeper.

A: No, the Surprise you draw via Mystery Play* cannot be used to stop the previous Canceling of your play. It’s far too late. Whatever card you played has been Canceled, and that’s that. With no Surprise available, you could not stop the Surprise, so you have moved on and taken your next game action: choosing to use Mystery Play.

Since choosing to use Mystery Play will always disrupt the immediacy required for a reactive Surprise play, any Surprise drawn via Mystery Play would have to be used for it’s in-turn function.

* Or any of its analogues below: Mystery Play in Fluxx 5.0, SE, Remixx, Astronomy, SpongeBob, and Wonderland Mythtery Play in Fantasy Wormhole in Star, Star Trek TOS, TNG, and Voyager Shiny! in Firefly Allons-y/Geronimo! in Doctor Who Spontaneous Reaction in Chemistry Egads! in Batman Unknown Variable in Math THWIP! in Marvel (the Infinity Gauntlet Keeper in Marvel has this as its special power as well) Great Idea! in Stoner Magic Spell in Fairy Tale Magic Portal in Adventure Time Magic Shoes in Oz (if you click your heels together three times) Open The Door in Monster (if the Spooky Door is in play) Open A Gift! in Holiday (if The Gift is in play) Chemical X in Cartoon Network (if at least one Powerpuff Girl is in play) Time Doorway in Regular Show (if the Time Machine is in play)

A: You must finish distributing all of the cards. The person who got the winning combo might receive a Creeper which would negate their win. Consider the consequences of playing the one card, Mix It All Up, as being simultaneous. So you only check for win conditions after all of the Keepers/Creepers have been distributed.

A: Although the attachment of attaching Creepers is almost instantaneous ( happening even before something like the Elder Sign or Necronomicon can protect itself from the Creeper ) the intent of Surprises is to nullify the targeted card play as if it hadn’t happened, or, in the case of the Keeper-nullifier, as though you had played the Keeper directly to yourself instead of your opponent playing it to themselves .

“Out of Turn: When another player plays a Keeper, it goes in front of you instead of them…”

So, in this case, it’s as though the Keeper being hijacked would technically not hit the table in front of your opponent at all, and therefore it is not possible for any of their Creepers to attach (or be covered, in the case of the Elder Sign).

TLDR: If you Surprise a Keeper-play of someone with a Creeper that could accompany the Keeper, you are not forced to take the Creeper. You just get the Keeper.

A: “On your turn” means every time your turn comes around (assuming favorable conditions apply).

A: This is VERY good question, which we are surprised hasn’t come up before! We had to sit down and really contemplate the situation to make a ruling on this.

To recap, the Play All But 1 (New Rule) says “If you started with no cards in your hand and only drew 1, draw an extra card.” And, as we all know, when you play a card that increases the Draw amount, you get to draw the difference to increase your total cards drawn to the current New Rule in play.

The way Andy framed the question is “Is the extra card one draws like a ‘salary advance’ on your regular draw allotment , or is it more like a ‘bonus’ on top of your regular draw?” After some thought we felt that what the Play All But 1 card is doing is more like a temporary modification of the Basic Draw rule, and, as such, would make the extra card part of your total Draw allowance for your turn.

So, in the example presented in the question above, where (after having started with no cards, and Drawing 2) you have played Draw 4, you would draw only 2 additional cards (and continue to Play until you have only 1 card left in your hand).

…Someone used “Steal Something” to take a Creeper, which would have allowed them to win. Another player used the Surprise Not Your Problem which works when someone “Draws or Receives” a Creeper. The first player argued that they didn’t “receive it,” they “took” it. We argued that nobody ever “Receives” a card, by the wording on every card it is just placed or put in front of you. So if “Steal Something” takes a card from one player and places it in front of you, you have received that card.

A: You are correct: when we say “draw or receive” a card, we are referring to any & all game actions, which could result in you gaining the card. This includes stealing it as well as being given it by another player or a randomizing game action. So, yes, Not My/Your Problem can be played to stop a player from gaining a particular Creeper.

A: No. In order to use the powers of a Keeper or Creeper in play, it must be in your possession. “You/your” in this case refers to the owner of the card only.

A: The Keeper being copied is in no danger from the Holographic Projector, so the Expendable Crewman’s power is not triggered. Yes, the Holographic Projector says that it’s as though the Keeper is in another player’s possession… but it’s not, really. It’s kind of like stealing… but it isn’t. The Keeper will never actually change hands or be destroyed, which are the things that trigger the Expendable Crewman.

Likewise, attaching a Creeper to a Keeper does not actually cause it to be destroyed or change ownership either, so no Crewman intervention. The Expendable Crewman’s power is not a blanket protection against EVERYTHING…

Note that Ensign Smith is the Star Trek: Original Series Fluxx, version of the Expendable Crewman, and Tasha Yar is the Star Trek: TNG Fluxx equivalent.

… Player A played Random Tax. They went around to each player to take a random card from their hand. When Player A got to Player C, Player C played a surprise to cancel out Player A’s action. Is playing that surprise card allowed?

A: A player wishing to cancel an Action (like Random Tax) needs to do so right away after the Action is played, since it doesn’t protect only that one player, it cancels the entire Action. If that player was waiting to see what card got stolen from them, and only then decided “Oops! I should have canceled that Action!” it’s definitely too late. They needed to decide “Darn! I don’t want to lose a random card from my hand! I’ll cancel that with a Surprise.”

You see, once the receiving player has seen cards from other’s hands, it taints the game. Now, your group could decide that this effect is negligible, and let the Surprising player get away with it on a one-time basis (assuming they timed it that way because they thought that was the correct time to play it – but NOT if they were just waiting to see what card would be stolen; does that make sense?)

Of course if you let the Surprise go through, the person who played Random Tax would have to return all of the cards they took from people because it cancels the entire Action “as though it had never happened”. If it was a legitimate error on the part of the Surprise player, and they’ve been schooled, one should not cut any slack on a second offense, I’d say.

We often have the players being taxed mix up their own cards, pick one blind, and then hand it over to the person receiving the tax. This reduces the temptation to try to play a Surprise only after someone sees what card got picked. Because that’s really not okay.

Doing it the way you did still works, of course, but then we’d encourage players to mix up their hand and present it face down out towards the Taxing player, so that neither one sees what card is taken until it’s actually gone.

A: TLDR: Officially, no… BUT, when playing in any of our games which include interrupt cards which cancel a previous play (Surprise, Memo From Your Future Self, Stop Time) it’s good practice to play a little slower if you happen to be executing multiple plays, so that your opponents have plenty of time to play one of these cards, should they so desire.

Deliberately playing super-fast, “shotgunning” as one fan put it, is just rude, and, rather than avoiding arguments about interrupts, actually ends up causing them. So if you have someone who insists upon playing that way, feel free to implement a requirement of a full one-hippopotamus silent count between card plays. We think those worried about their second-to-last winning play being foiled by an interrupt will find that others are not as psychic as they feared. Read on…

So here’s a typical Surprise situation, which can cause a bit of controversy:

I recently won when the rules called for Play 2. I played my first card, a Keeper, and then a moment later I played a Goal card that caused me to win. My opponent then showed me that he had the Surprise card in his hand that could have stopped me from playing the Keeper, and we had a brief discussion about whether I should have left him more time to consider playing it.

In my opponent’s defense, I didn’t leave him much time to play his Surprise card that would have allowed him to take my Keeper for himself. In my defense, he didn’t really have any reason to play the Surprise card and take the Keeper – until he saw that my next play was the winning Goal.

So… are there guidelines on timing between playing consecutive cards?

Slapping them down so quickly that no one has a chance to do anything doesn’t seem entirely fair – but it also doesn’t seem strategic after playing a card to wait and look around at other players to see if they have any game response before playing the next card.

(Related question: A player doesn’t have to “announce” or “report” their play out loud, right? They can just play their cards and if other players aren’t paying attention, that’s the fault of the other players? We all want to have good sportsmanship, but you know how games can sometimes get, in terms of either other players not paying attention, or in terms of being very competitive!)

Here’s our response: While we don’t have any official guidelines about exact timing of card plays, We recommend a slight pause between a two-card play like this when the active player knows it’s going to make them win. It’s rarely the case that the person with the Keeper-stopper will intuitively know that the necessary Goal is coming… until it gets there (or vice-versa: if they had the Goal-stopper, and you’d decided to play the Keeper last, they couldn’t know you’d have the winning Keeper to play after the innocuous Goal), so playing slow is often to your advantage, as the player who’s about to win.

In fact, playing casually, even pretending you don’t know what you want to play next, can be a great move. Playing slowly enough to allow a possible Surprise doesn’t have to mean broadcasting your impending win. (For example, looking significantly around the table as if expecting a challenge). Of course, announcing your your play is in no way required, but could even be part of your nonchalant act, depending on how you do it. (“Hmm… Well, there’s this Small Moon… and… let’s see… That’s No Moon, for the win!”)

That said, one often doesn’t have the presence of mind to think about deliberately hesitating. In real life, you’re usually just taking your play, and winning, at regular game speed.

Here is where the question is really about what your opponent was thinking, and they have to be honest about it: did it only occur to them to play the Surprise after you’d played the winning Goal? If you’d just accidentally played the Goal first, and then the Keeper, their Keeper-canceling Surprise would have gone through and prevented your win. But just as they couldn’t know your next play would be the end of the game, you couldn’t know they had a Surprise. For all you knew, they had the Goal-stopping Surprise, and it’s just chance which order you chose to play those two cards in. It’s not as though you deliberately played in such a way as to deliberately thwart a Surprise on your first play.

The thing to point out here is that, had you stopped playing after the Keeper, would it even have occurred to them to use the Surprise? Probably not, if they’re being honest. It’s extremely rare that one’s opponent is prescient or observant enough to realize that this play might be your second-to-last. People rarely want to squander a Surprise on the off-chance that your next play will be the winning one*. In the kind of situation you describe, the Surprise-having player usually just shrugs, and says “Darn! I had [the Surprise that would have prevented your second-to-last play], and I could have stopped that play, but it’s too late now… Oh well. Let’s deal again…”

Because, in the end, if they didn’t get that Surprise in after the applicable card, that’s the way it goes, and that’s the official ruling if people get – ahem – unruly.

*I mean, imagine it. If they’d canceled your Keeper before you’d played the winning Goal, your best reaction is probably simply to shrug as if mildly confused by such a powerful play, apparently for nothing, and make them feel like they just wasted their Surprise on a random Keeper play… heh heh. You don’t have to let them know they totally blocked your win. Meanwhile… you don’t have to get upset about missing that chance… it’s just Fluxx, and victory is snatched away at all the time in the course of any given game – usually completely by accident. Or you can let them know their spidey-senses were working, or congratulate them on how observant they are. It’s up to you.

Now let’s return to that “shotgunning” player who’s deliberately playing quickly so that nobody can slip a Surprise in on that penultimate play… It is, as the fan above pointed out, not entirely fair, and, moreover, it invites the argument “But you didn’t leave me enough time to play my Surprise!” If, on the other hand they had played it slowly, as described above, their opponent has no excuse to challenge the win, on the claim that they “were going to play a Surprise.” The opponent had plenty of time, but in the vast majority of cases, they won’t play the Surprise, because they have no idea what’s coming next. That’s part of the beauty of Fluxx!

Note that the Teleporter (aka Teleport Chamber) in Star Fluxx has a different power than the Transporter in Star Trek Fluxxen.

A: No, you don’t HAVE to use it immediately. You MAY use it immediately if you want to, however.

A: Keeper powers do not usually destroy or take the Keeper out of play to use them – unless they specifically say they do.

A couple say you’ll have to pick the Keeper up and put it back in your hand when you use its power, and one or two say to insert the Keeper into the middle of the draw pile. Only a couple will cause destruction of the Keeper being used. In any case those requirements will all be specified on the Keeper in question.

…Double Agenda says “A second Goal can now be played…” The person I was playing with thought this meant they automatically got to put a second Goal down as part of the Double Agenda play.

A: Double Agenda allows there to be two Goals at the same time, but playing a second Goal (or even first if you’re really early in the game!) still uses up one of your plays for your turn.

…We had the Basic Rules in play, and I had the Computer, so I would be drawing 2 on my turn. If the first card I draw is the Creeper Malfunction, does it immediately attach to the Computer, thus eliminating my extra draw? What if it’s the second card I drew, do I NOT get to draw to replace the Creeper?

A: Not everyone draws their cards one… by… one… in fact, the draw phase should be considered one simultaneous acquisition of your Draw allotment at that time. So you should draw 2 cards. Then, seeing that you have Malfunction, you should put it down and, yes, redraw, as you need to complete the draw phase in its entirety as defined at the time you started it. Then and only then do you have to worry about exactly what your Malfunction is going to attach to.

In short: According to the game-state when you started your draw phase, your Draw allotment (the Draw rule for you) is 2 cards. So you draw 2 cards, and if there’s a Creeper among those, you put it down on the table and redraw until you have drawn 2 non-Creepers. Then you attach the Creeper if applicable.

Now… later in your turn , if you increase the Draw rule, you’ll have to take a look at your current Draw allotment for your turn, which no longer includes a mathematical increase to your draw. So if you go from Basic Rules (Draw 1) to Draw 2, you’ll take a look at how many cards you drew for your turn, and conclude that you’ve already drawn 2, so you don’t get to draw for the increase.

The situation is similar to this: It’s just as though the Draw rule (for you) at the beginning of your turn is Draw 2, so you get to do that. Then Malfunction effectively reduces the Draw rule (for you) down to 1. Well, you’re not required to “undraw” that extra card you took, but if the Draw rule then increases back to 2… well, you’ve already drawn 2 on your turn, so you don’t get to draw extra. (Or if you increase to Draw 3, then you’d only get to draw 1 more, since you already drew 2 on your turn.)

A: The first answer is very easy: No. D3P2 does not technically go in the discard pile until you are completely done executing everything on the card.

You also seem to be asking whether the card you don’t play from D3P2 is in the discard pile, available to pull out and use with Let’s Keep Doing That.

Technically, you should execute the instructions on D3P2 in the order stated: Play 2 of them, and [then] discard the last card.

So you play D3P2. It’s not technically in the discard pile yet. Then you play, from your mini-hand of 3 cards, Let’s Keep Doing That. Nothing in your mini-hand is in the discard pile yet. You must pick your Action out of the discard pile right then, as part of your play of Let’s Keep Doing that, so, no, the last card from the D3P2 is not yet in the discard pile, available for use with Let’s Keep Doing that. It will be after you’re done playing both of the cards you choose to play, and not before.

Note that this ruling will also apply to Draw 2 and Use ‘Em (D2UE) and Fizzbin. Cards executed from your temporary hand are not in the discard pile until the whole Action is completed.

A: Yes, as UnGoals say on them “This card is treated like a Goal,” you would be able to discard UnGoals along with Goals if utilizing the power of Goal Mill.

A: The Holographic Projection / Hologram card clearly says you can WIN with Keepers owned by other players. This means it’s power works with respect to the win conditions only. There’s nothing there about it being able to mimic the special powers of those other Keepers. I can’t use a hologram of your Doctor to cure my crewperson of Brain Parasites.

A: Some versions of the rules deal with this explicitly, and some don’t, so we’re answering this here in the FAQ, just in case there is any confusion.

Creepers may not be held in your hand, so if you get a Creeper as part of your dealt hand, you put it on the table in front of you (play it pre-game, essentially) and draw to replace. If it’s another Creeper, continue until you have a starting hand containing zero Creepers.

A: No, once you’ve attached an Attaching Creeper, it stays with that one unless something happens to separate them (discarding both, mixing up all Keepers & Creepers, or some card which specifically states that you can detach a Creeper). Sorry!

… – For example: The Spock’s Beard Goal requires Spock and the Mirror Universe. If I had Spock, but the Mirror Universe is attached to Uhura, do I still win? Or does it have to be attached to Spock in order to win with that goal?

A: No, the Creeper does not have to be attached to the Keeper it goes with for the Goal.

This is sort of the corollary to this question: If my Attaching Creepers are not attached to the Keepers I need to win…

A: Yup. The same would apply if you have the Batcomputer, or BMO which allow you to exceed the current limits by 1 (or “one” depending on how the card is worded).

The Computer exists both as a regular card in Star Fluxx, and as a promo card available to put in any Fluxx version (though they’re worded ever so slightly differently).

…For instance, if player A has Scientist, Engineer, and Hologram and player B has Expendable Crewman, Captain, and Doctor and player A plays the goal “Landing Party” on his turn (neither player has any Creepers), does player A instantly win because the Hologram says to meet the goal as though they had “Expendable Crewman” and not player B, or would neither player win because both players met the winning condition (until player A’s turn ends, at which point player B would still meet the conditions and player A would not, resulting in a win for player B)? The former seems to fit from a literal reading of the card, but it does not make sense that a holographic projection would keep something from someone else.

Although I agree, it seems counter-intuitive, logically, we rule a strict reading of the card (i.e. the first scenario is correct). Andy said, essentially:

So if you have the holographic projector, it’s like the hologram is SO REALISTIC that nobody can effectively tell the difference, so that, while you may have THOUGHT you had the real thing, suddenly you might discover that you’ve been tricked and they’re projecting the hologram to you, and they have the real one.” In actuality, the wording is deliberately written specifically to avoid the awkwardness of the sort of temporary tie discussed.

A: Sometimes when you play something, it has no effect, and is simply discarded when played. This is one of those times.

Usually this only happens with Actions, but Let’s Keep Doing That is quite different from other New Rules, so it ends up being discarded under these circumstances.

…One player would have been winning on their turn due to the Holographic Projector imitating another Keeper, except that they also had a Keeper-With-Attached-Creeper. At the end of their turn, the Keeper Limit compelled them to discard a Keeper, and they discarded the one with the Creeper, so they were no longer prevented from winning… but was it no longer their turn, so the Holographic Projector was no longer imitating the other required Keeper?

A: In this case those two things are considered to happen simultaneously: the discard of the Creeper (via the Keeper Limit) and the “turning off” of the Holographic Projector. Execute both things, and THEN evaluate whether anyone is meeting the win conditions. That player essentially goes instantaneously from not-winning because of the Creeper, to not-winning because their Hologram isn’t working. A sad story for them.

For more details, see this Order of Events in a Fluxx Turn

…We were playing a two player game, and I drew Creeper Reassignment on my turn. We were at hand limit zero, and draw 1, play 1, so I had to play it. I had no Creepers, and my opponent had one. Creeper Reassignment reads:

“Take any one Creeper currently in play and move it to be in front of any other player. If it’s currently attached to a Keeper, detach it before moving the Creeper. You must attach it to an appropriate Keeper (if possible) after moving it”

How do I interpret “other” in this case? Do I move it to another player other than me; therefore I give it back to the player who had the card? Or a player other than the player who had the keeper; therefore, I must take the Creeper?

A: This is a tricky one. I had to consult Andy himself, and he admitted that it was tricky too. He acknowledged that according to the wording, you’d be forced to take it if “other” meant “other than the person you took it from” and you’d be barred from taking it yourself (you might want it for a Goal) if “other” meant “other than yourself.”

However, he says his intent was always that you should be able to take it yourself if you want it, but being forced to take it yourself if you don’t want it sucks, and wasn’t really the intent either. We have tweaked the wording on this card, but if you have an older edition, consider it to read as follows:

“Take any one Creeper currently in play and move it to be in front of any player. If it’s currently attached to a Keeper, detach it before moving the Creeper. You must attach it to an appropriate Keeper (if possible) after moving it.”

So you can move the Creeper anywhere you want, including “moving” it to be in front of the person it’s already in front of, i.e. not moving it.

A: The card Play All But 1 says: Play all but 1 of your cards. If you started with no cards in your hand and only drew 1, draw an extra card.

So, the player in question, starting with zero cards, must play the card they draw. If that card turns out to be Play All But 1, then, as per the directions on that card, since they “started with no cards in [their] hand and only drew 1,” then they need to draw an extra card. Since the current Rule is Play All But 1, they are left with 1 card in their hand, and their turn is over.

*Note that in some earlier printings, the last instance of the number 1 is written out as “one,” but, to avoid conflicts with Inflation, it should actually be a numeral as written here.

…Since these cards are all played as part of a single play, would the player get to finish playing them out, or would their turn just stop? And if it just stopped, what would happen to any unplayed cards? We’ve been letting the player keep them.

A: The clear answer is that if you decide to play one of these turn-ending Actions, your turn would end immediately, and you would not get to continue playing cards from your temporary mini-hand (in other words, no, you would not get to finish playing D3P2/D2UE.

Of course, in the case of Fizzbin, you don’t get a choice as to the order of cards played, but that card most closely resembles D3P2/D2UE, since you set your main hand aside, and are working from a temporary hand of extra cards to execute the Fizzbin.

Using the optional Free Action Rule Goal Bonanza also creates a sub-hand with your main hand set aside. While it’s not in any decks with turn-ending Actions, it’s in the More Packs, which could be added to any deck, including those with turn-ending Actions.

However, there is NO way that any remaining cards would go back into your set-aside hand. They are never intended to go into your actual hand at all, as indicated by the requirement to set your hand aside. Any cards left unplayed when you played the turn-ending card are discarded. If you wanted to play them, you should have done it before the turn-ending card.

Brain Transference : Discard remaining cards in your temporary hand and trade places with the player of your choice. Turn ends. Time Portal : Choose a card as described and add to your set-aside hand. Discard remaining cards in your temporary hand. Turn ends. What Do You Want : If you choose to take a Keeper or Goal out of the discard, it goes into your set aside hand. Discard remaining cards in your temporary hand. Turn ends. I’ll Be In My Bunk or I’ll Be Right Back : This card does not specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.” Discard any cards remaining in your temporary hand. Leave the room.

Swap Plays For Draws and Get On With It , while they do involve having your turn end immediately, are New Rules, not Actions, so, as you can see from this answer, things would work a bit differently: See: Can you Get On With It or Swap Plays For Draws with your cards from an Action like Draw 3 Play 2?

…or are you supposed to choose one Action card when you put the Rule into play and then that Action stays assigned?

A: The latter. The Action you place on Let’s Keep Doing That does not go away. Whoever plays that Rule gets to decide what the one Action is that everybody has the opportunity to use once on their turn.

… We were playing Cthulhu Fluxx, and what complicates things is that my wife had the Secret Cultist, so she would win if the UnGoal overrides the Goal, but my son would have won with the Goal if that overrides the UnGoal. [Note from Looney Labs, in Cthulhu Fluxx, a simultaneous Goal and UnGoal could arise from either Double Agenda or The Stars Are Right. Zombie Fluxx and Martian Fluxx could also generate this condition since they both have Double Agenda and an UnGoal. Zombie Fluxx also has the Zombie Boss Rule which can make a player win in the case of the UnGoal being met.]

A: Well, this IS a doozy. Andy and I had to think this through carefully.

But in the end, the answer seems obvious: on the rule sheet itself, at end of the first page in “Notes” is the ruling for ties:

“The game doesn’t end until there is a clear winner. If for some reason two of more players meet the winning conditions simultaneously, the game continues until a single winner emerges.”

So, for your situation, the answer is actually fairly simple: there were two players meeting winning conditions simultaneously, so keep playing until a clear winner emerges. Note that the “clear winner” need not be one of the two originally tied. It could happen that someone else manages to break the tie and win instead of either one of them.

What got a little tricky for us, is that we also wanted to rule in cases where the Cultist/Secret Cultist/Zombie Boss wasn’t invoked, which is to say when there is one player winning, but the conditions for “all players losing” is also met. How could that be? Would we rule that there is only one player winning? Or would we rule that there is “no clear winner”, since that player should simultaneously be both winning and losing?

We went with the latter: If a Goal and UnGoal are met simultaneously, then, even if there is not an actual player that can claim victory in the case of the UnGoal conditions, having the UnGoal met is like having the “forces of evil” be the winner. So if a player meets the winning condition, they are actually tied with “the forces of evil” , thus play would continue until a clear winner emerges.

In a way, all that the Cultist/Secret Cultist/Zombie Boss does is make an actual player represent those forces of evil, thereby claiming that victory.

A: While one of the most obvious ways to get rid of a Creeper attached to one of your Keepers is to destroy them both (or move them both), there ARE ways that you can destroy the Creeper while still retaining the Keeper. The key things here are 1) explicit wording, and 2) thematic appropriateness.

In Star Fluxx*, the exceptions are the Doctor, who can cure Brain Parasites, and the Engineer*, who can fix a Malfunction. In both cases they detach the Creeper, and the Keeper is left, good as new. Creeper Reassignment also specifically states that you detach the Creeper to move it. In Cthulhu Fluxx, the Dreamer states that he can detach Nightmares and discard it. Meanwhile the Sanitarium logically can cure an afflicted Keeper of Nightmares or Insanity. In Anatomy Fluxx, special actions allow you to “cure” yourself.

Some examples where the Creepers DO stay attached would be, in Star Fluxx, the weapons Laser Sword and Laser Pistol, which, again, quite logically, destroy the Keeper in order to destroy the attached Creeper. And while the Phaser in Star Trek or TNG Fluxx targets just the Creeper, it doesn’t say anything about detaching the Keeper either, so if you use it to get rid of an attached Creeper, the Keeper it’s attached to will also be destroyed. The Teleporter will move a Keeper… and its attached Creeper. If a Keeper or Creeper goes into the trash, then it’s attached card goes along.

In Cthulhu Fluxx, The Feds are pretty much the equivalent, though they also destroy themselves in the process. The Necronomicon lets you move any Creeper… and says nothing about detaching it, so you’d have to move any attendant Keeper (and extra Creepers if more than one is attached).

Trash Something is the generic Action version of what the weapons allow you to do. You could trash a Keeper, and it’s Creeper will go along, or you could trash a Creeper, and it’s attached Keeper would go along. There’s no logical reason or explicit wording that lets you detach connected Creeper-Keeper combos for this Action.

*In various Star Trek Fluxxen, there are specific Engineer analogues: Scotty, Geordi, O’Brien that work the same way with respect to Malfunction.

A: If you are the active player, counter-Surprising does not use up one of your total plays for the turn. By the same token, however, this means you cannot use the Surprise for it’s function which would use a play. To wit:

You can only use a Surprise to do one of three things:

1) use it on your turn as a play, for it’s in-turn function OR 2) Use it to Surprise another player, 2a) on another player’s turn to cancel a play OR 2b) on your turn to counter their interruption of your own play (“counter-Surprise”)

You cannot do more than one of those things.

So if you’re using it to counter-Surprise on your turn (2b), you can’t also use it as one of your plays for it’s “in-turn” function (1).

A: No, it cannot copy Creepers standing by themselves.

A: No, none of the regular four Surprises can stop you from being Plundered, though you could stop someone from playing the Plunder Rule initially with Avast! (Veto!) you couldn’t do anything about it once it’s been in play for a while. Note that Plunder analogues include City of Thieves (Fantasy Fluxx, Adventure Time Fluxx), Crime Happens (Batman Fluxx), and Acquisition (Star Trek: TNG Fluxx, DS9 Fluxx).

There is, however a pirate-themed promo card we produced called Skullduggery , which does exactly that: it can stop a Plunder.

See also: Can you use the Skullduggery promo…

A: No. The instructions on Get On With It (or Swap Plays for Draws) only temporarily override the instructions on Play All and only on the turn of the player using it . Since choosing to use one of these is optional, simply putting either of them into play doesn’t contradict Play All, so you wouldn’t discard Play All just because you played one of them (nor vice versa!)

A: It’s true, the Creeper card does say “immediately draw another card to replace it” but this doesn’t mean you replace the Creeper on the table, discarding it. This means “replace the Creeper in the number of cards you drew.” If you needed to draw 3 cards, and you drew them and one of them was a Creeper, you play the Creeper and draw another card, because that Creeper doesn’t count as one of the 3 cards you needed to draw (neither does it count against the number of cards you get to Play on your turn), so you have only drawn 2 cards, so you still need to draw a third.

You’re not replacing the Creeper from it’s place “in play” (i.e. on the table). You’re just replacing the card “lost” as part of your draw count because it was a Creeper. The idea is that Creepers go into play automatically, whether you want them to or not. They’re usually a problem for you, and you have to work to get rid of them (though sometimes you need them for Goals, otherwise, they hinder you).

A: Not so much. From the person who has the Expendable Crewman, they’d first have to take the Expendable Crewman, clearly, but since they get ALL Beings, they don’t stop there — they take any other Beings that person has in play as well. So really, the Expendable Crewman can only protect you when a single card is being taken. It provides a buffer… but that buffer is only one card deep, as it were.

…It says the card played does not count as a Draw or Play, so does it still end your turn?

A: Yes, while that card you draw from Wormhole (or any of its analogues) doesn’t count against the Draw or Play count as shown on the rule cards, it’s still part of your turn, and the card still counts as being fully played. Whatever it says happens, happens. That’s the risk you take, pulling a card out of the Wormhole! Keep in mind that the turn-ending effect of New Rules is optional, so simply playing them does not end your turn.

Also remember you can take the Wormhole option at ANY time during your turn: before your Draws and Plays, in the middle of your Draws, in the middle of your Plays, or after both, if you like. That’s the only control you get to exert: WHEN and WHETHER you decide to play a card from the Wormhole.

Analogues of Wormhole (which is in Star Fluxx) include (some with slight variations such as conditional requirements for use): Magic Shoes in Oz Fluxx Shiny! in Firefly Fluxx

There are many other Wormhole analogues in other versions, but those versions don’t also include turn-ending Actions.

See also: Q: What cards have effects that include ending my turn immediately if I play/use them? See also: Q: What are all the different cards in different versions where you get to draw the top card and play it immediately?

A: Cards (Actions) that end your turn immediately if you play them:

Brain Transference: Star Fluxx Clean Cup!: Wonderland Fluxx Time Portal: Star Fluxx, Doctor Who Fluxx, TNG Fluxx, Voyager Fluxx, What Do You Want?: Star Fluxx, Oz Fluxx, Doctor Who Fluxx I’ll Be In My Bunk: Firefly Fluxx I’ll Be Right Back: Fluxx Remixx (These last two cards don’t specifically say that your turn ends immediately, but you certainly can’t continue your turn if you “Excuse yourself from the game and leave the room for a few minutes.”)

Cards (Rules) that end your turn immediately if/when you execute them, but not when you play them:

Swap Plays for Draws Get On With it Play All +1 (not optional, but see below)

Free Action Rules are optional, so you could choose not to use one that will end your turn immediately. While Play All +1 is not optional, you have some options about when you choose to take that final +1.

Also see: Order of events in a Fluxx turn

A: We’re very careful not to include cards that don’t play well together in a deck. So, for most decks with Creepers, we use Mix It All Up (or one of its analogues, like Crawling Chaos) instead of Share The Wealth. Star Fluxx doesn’t have either card (Share The Wealth OR Mix It All Up). The only deck with Creepers that has Share The Wealth is Pirate Fluxx, which does not have attaching Creepers, and Crawling Chaos (in Cthulhu Fluxx), which includes Creepers but specifically says that you do detach Creepers to mix them up, so that should be clear.

Mix It All Up is clear in its wording that it will detach Attaching Creepers, in that it says to gather them all, and when redistributed “Creepers that attach are attached to a new Keeper…” We don’t want a “memory condition” to exist where you have to remember what a Creeper was attached to when you mix them all together.

If you’re encountering Share the Wealth with Attaching Creepers, it would only be if you were mixing decks, in which case, please treat it as if it were a Mix It All Up card: detach all Creepers, and mix them all in with the Keepers to deal out. If you’re just playing Pirate Fluxx, it should not be an issue to play Share The Wealth as written, i.e. not including Creepers.

A: You cannot teleport the Teleport Chamber itself. We should probably word the card just a tad bit clearer to specify any other Keeper.

Note that the Transporter in Star Trek Fluxxen has a different function than the Teleporter in Star Fluxx, however. Rather than moving a Keeper from one player to another on the table, it takes any Keeper on the table up into the hand of the player who has the Transporter. Again, you can’t use the Transporter to transport itself up to your hand. We’re not sure why you’d want to, but we thought we’d answer that just in case.

Now, if you’re mixing more than one Star Trek deck, there will be many Transporters in the deck, and it’s quite possible that someone might want to use one Transporter to suck up another Transporter to their hand to take it away from someone else. Unfortunately, we’re going to have to rule that out on the basis that it would definitely cause some sort of terrible Transporter-related disaster, probably involving stray tachyons or chroniton particles.

A: Those are not considered “Actions” in the sense that they are not Action cards, and Stop That (or Belay That) is intended to cancel out Action cards specifically. Nor will Veto! which cancels Rules stop this type of free action.

More broadly worded Surprises might prevent some of these, however. For example, Skullduggery is designed so that it can prevent Plundering (among other things), which is a “free action” on a Rule. It’s A Trap and You Can’t Take This Guy From Me are designed so that they can prevent special Keeper actions that let someone steal one of your Keepers.

There might be some confusion on Let’s Keep Doing That, since there is an Action card permanently in play, but it is intended to act as if it were a New Rule, so we would rule that it’s no longer stoppable by the Stop That! Anti-Action Surprise.

…Example: Player A plays a Hand Limit Player B and C discard down to the hand limit Player A plays Veto to cancel the Hand Limit for themselves.

Is this allowed?

A: Well, it all depends how Player A was trying to play the Veto. Every Surprise has two different instructions on it. One for when you’re using it to interrupt someone else’s play, and one for if you play it out of your own hand as a regular card on your turn.

First case (the out-of-turn function):

If Player A was trying to use the out-of-turn function to cancel the play of their own card, that’s not allowed. It’s their turn, so they can only use the in-turn function. See also: Can one ever use the out-of-turn function of a Surprise on their own turn?

Note that even if it were another person playing out-of-turn to cancel the card (let’s call them Player D) the Surprise should be played immediately after the card one wants to cancel: in the case of a Hand Limit, that would ideally be before anyone has discarded anything.

Moreover, even if everyone decided to cut imaginary Player D some slack about the timing, and they did let Player D play the Veto after some people had discarded, canceling the Rule would “prevent it from ever taking effect” and everyone would get to take all their cards back as though the Hand Limit had never been played. Long story short: you can’t Veto a rule just for you. The Rule applies to everyone, so when you Veto it, it’s Vetoed for everyone.

Second case (the in-turn function):

If Player A still had a play left on their turn after playing the Hand Limit, they could simply play the Veto for its in-turn function. What it does in this case is let them “discard [their] choice of up to 2 New Rules currently in play”. The Rules discarded don’t even have to be ones that were recently played.

In this case, those rules are not being “canceled” without ever having taken effect, they’re just being discarded. The Rules were played, they took effect for as long as they were in play, and then they were discarded. So if Player A did that, they could simply trash the Hand Limit before their turn ends, thereby avoiding having to discard down at all. Of course, this uses up one of their plays for their turn.

A: No. Surprises can only be played for an out-of-turn effect when there is an effect to be had. You can’t just play a Surprise for no effect just to burn it.

When used for their in-turn effect, of course, they behave much the same way as Actions, and, as such, may or may not have an effect.

A: It depends which Surprise you have, and when you play it.

If you have the promo No Free Lunch, found in the More Surprises pack, you can play it to prevent someone from utilizing Wormhole (or any of its analogues, see below). The trick is, you’d have to play No Free Lunch when they declare they’re using Wormhole, but before they reveal the card – you can’t wait to see whether it makes them win to declare you’re stopping them from drawing and playing that card.

On the other hand the card that is drawn and played because of Wormhole is affected by any of the “standard” Surprises. So if the winning card played because of Wormhole was a Goal, then Canceled Plans would be able to prevent the win, since it cancels Goals. If the card played was a Keeper, you’d need to use the That’s Mine in order to stop the win.

Of course, you can’t cancel any of these if YOU are the one who is using Wormhole. See Can one ever use the “out-of-turn” function of a Surprise during one’s own turn? (spoiler alert: no)

Analogues of Wormhole (found in Star Fluxx) include (some with slight variations such as conditional requirements for use): Magic Shoes in Oz Fluxx Egads! in Batman Fluxx Magic Portal in Adventure Time Fluxx Shiny! in Firefly Fluxx

the following have a Wormhole analogue, but do not have Surprises naturally occurring in the deck (though they can be added if you pick up the More Surprises pack): Mystery Play in Fluxx 5.0 and SE Time Doorway in Regular Show Fluxx Open The Door in Monster Fluxx Chemical X in Cartoon Network Fluxx Great Idea! in Stoner Fluxx

A: Whoever caused it to go away gets to choose which Goal stays in play, and which gets trashed.

Example: Player A uses That’s Mine for its in-turn function to steal a Keeper from Player B Player B uses It’s A Trap! to cancel the steal, and instead steal from Player A Player A uses Canceled plans to cancel It’s A Trap, since Surprises can cancel Surprises.

Does the original steal go through? Player B argued that there was no steal in either direction, as both That’s Mine and It’s A Trap had been canceled by subsequent Surprises.

A: The short answer is that That’s Mine is carried out for it’s in-turn function for the Keeper steal.

The long answer:

It’s not that cards just get put on the discard pile, covered and they’re gone. Think of each card as going into a “being played” area only into the discard pile when they are done being used, or when negated for good. There was sort of a little wrestling match out there in the “being played” area between all the Surprises, and It’s A Trap lost.

Here is a generic version of what a battle like this could look like. It can continue until you run out of Surprises. Keep in mind that it’s totally possible and allowed for some other player, for example, Player C, to jump in on either side, potentially confusing the toggle state of the original play. If things come to this, it may be very important to keep track of the original play being canceled, perhaps putting it in the middle and flipping it over to indicate which state it is in: effective, vs canceled.

and so forth. If there were more, it would look like this:

So far, the maximum number of Surprises in a version is 6, in Batman Fluxx, but here’s the page where we would update that info: Complexity Factors for Fluxx editions

A: There are many analogues to Wormhole (the first one we made) or Mystery Play (the most generic one). Some may require a token action (click your heels together to use Magic Shoes in Oz Fluxx, for example) or condition (if a certain card is in play) to activate them but they are essentially all the same kind of card.

Mystery Play in Fluxx 5.0, SE, Remixx, Astronomy, SpongeBob, and Wonderland Mythtery Play in Fantasy Wormhole in Star, Star Trek TOS, TNG, and Voyager Shiny! in Firefly Allons-y/Geronimo! in Doctor Who Spontaneous Reaction in Chemistry Egads! in Batman Unknown Variable in Math THWIP! in Marvel (the Infinity Gauntlet Keeper in Marvel has this as its special power as well) Great Idea! in Stoner Magic Spell in Fairy Tale Magic Portal in Adventure Time Magic Shoes in Oz (if you click your heels together three times) Open The Door in Monster (if the Spooky Door is in play) Open A Gift! in Holiday (if The Gift is in play) Chemical X in Cartoon Network (if at least one Powerpuff Girl is in play) Time Doorway in Regular Show (if the Time Machine is in play)

For example, if I play Recycling, could I throw away a Keeper to draw 4 cards instead of 3? Or when I play Draw 3 & Play 2 Of Them, can I draw 4 and use 3 of them because I have The Computer?

A: No, not with the Computer (or Batcomputer). The promo card Inflation would cause all of these numbers to increase as you’ve described, but the Bat-/Computer only applies to the actual Draw, Play, Hand Limit, and Keeper Limit rule cards in play, not to any other circumstances that might cause you to do any of these things.

A: The wording on Let’s Simplify is as clear as we could make it. If we had said that you may discard up to half of the New Rules in play, and there were an odd number (for example, five of them) you wouldn’t know whether you should round up or down. But we tell you that you should ROUND UP when figuring out what “half” is, so in this example, you know you can discard up to three.

Of course, you may discard up to half – you don’t have to discard three; you could choose to discard just one or two, or even zero if you want. Those numbers are all less than “half (rounded up) of five”.

A: Our call would be that you could win if you have both, since both are mentioned on the same Goal, and the rule regarding winning with Creepers is that it’s possible if the Goal specifically requires that Creeper. Another way to think of it is that it’s not an “exclusive or” (XOR) it is an “inclusive or” (and/or). An exclusive or would mean one or the other, but not both, whereas an inclusive or means one or the other or both.

This is true for any Goal which requires any subset of a group of Creepers. If the Creeper is shown on the Goal, it will not prevent the win, but if the person in question has any Creepers NOT shown on the Goal they’re trying to win with, then those excess unrelated Creepers will prevent the win.

It would be difficult to find all of them to list them here, but we will tag various applicable Goals as they are brought to our attention. Terrifying Inspiration (Cthulhu Fluxx) Q Who (Star Trek TNG Fluxx)

A: The Keeper and Creeper would get sucked up into that person’s hand… but a Creeper can never be in your hand, so the Creeper is then immediately played back to the table by that player. It would either then reattach to some other Keeper if possible, or hang around for as long as it takes for a new Keeper of the right type to show up to attach to.

Once you understand what’s happening with Beam Us Up in the normal case, you can figure out what will happen if someone has the Teleporter or Transporter in play. The Creeper won’t be left behind with the original owner, it is attached to the Keeper which is Beamed up, and when taken up into that person’s hand it’s then “spat out” in front of that player… not the person the Crew Member was taken from.

Say I have a Robot with Evil attached to it. If my girlfriend plays the Holographic Projection and then the Robot Uprising Goal, does she win?

A: Yes. Your girlfriend wins.

Think of an attached Creeper as being simply an aspect of its host Keeper, something that transforms the whole rather than just riding on top. The Holographic Projection copies the whole thing, and if that’s all you need for victory, you win. On the other hand, if you need just the Keeper, but it has a Creeper attached, then suddenly you also have the Creeper, which will probably prevent your win.

If all you needed was the Creeper from the Hologram, and you have the other half of the Goal yourself, you could also win. For example, if she had the Starship, and you had the Robot with Evil attached, she could Hologram the Evil Robot, and win with the Goal Imperial Destroyer (Evil and the Starship).

Note, however, that if you need the Keeper to win, but not the Creeper, if you Holographically imitate the Keeper, you’ll also “acquire” the Creeper, which will prevent your win if it’s not the exact Creeper needed for the Goal.

–––––––––––––––––––––––––––––––––––––––––––––––––––––––– I must admit it seemed illogical to me (Alison), but Andy and I recently debated this again. The wording on the card says that if you have the Holographic Projection in front of you, it’s as though you have the imitated Keeper were in front of you AND NOT them (emphasis added). So you have it INSTEAD of them.

When I protested to Andy that you having a holographic projection of something that I have shouldn’t negate my having the actual thing, he argued that he’d prefer to stick with the original wording, as it is actually clearer in terms of gameplay (as opposed to calling it a tie, in which case you’d have to keep playing until a clear winner emerges, which, by the way, is the rule for any situation in Fluxx where there appear to be dual winners. Except for the APTWE . Of course).

Moreover, Andy had this logical workaround: the holographic projector is SO GOOD that if you have a holographic projection of something duplicating it, it’s as though you’ve swapped with the other person, and they suddenly realize they don’t have the original/s any more at all:

“OMG! How long has this doctor been a hologram???”

A: Well, it depends which version of The Computer you’re using. The bottom line is: check the language. Where it says “may” or “can” it means you don’t have to if you don’t want to. If it just says certain parameters are increased… they’re just increased, no choice about it.

For all versions of The Computer, the increase in Draw and Play quantity is required, which interacts with Play All But 1 to make it Play All – no choice for you. For the versions in Star Fluxx and both Star Trek Fluxxes, the Limit increase is optional, but for the promo card version and the Batcomputer, the owner must use the increased limits.

Note that BMO (Adventure Time Fluxx) has the power of optionally increasing Limits by 1, and Data (Star Trek: TNG Fluxx) has the power of optionally increasing Play by 1.

For example, in Star Fluxx, can you get the Captain and immediately use him to take the Scientist. Can you then immediately use the Scientist’s special power to steal, say, the Energy Crystals?

In Firefly Fluxx, can you use Zoe to take Wash, then Wash to steal Serenity, then Serenity to get Stolen Goods?

In the Back to the Future Card Game, can you play the Dust Jacket, and immediately use it to steal the Almanac?

A: Yes, you can chain Keeper/Item stealing-powers like this. It is a thing that can happen. While some feel this is overpowered, we don’t feel that it breaks the game, though. Not all of the cards are always out at the same time, and, of course, sometimes you might get screwed over mid-chain by the Surprise It’s A Trap (in Star Fluxx), or You Can’t Take This Guy From Me (in Firefly Fluxx). In the Back to the Future Card Game, of course, there’s only one Item that lets you steal another in this way.

A: No, the Hologram can only be one Keeper at a time. It’s already a very powerful card – if it could be any TWO Keepers at once, it would be ridiculously overpowered. Now, it is possible, when combining certain Star Trek Fluxxen, for there to be TWO Hologram analogues in the game (Holodeck/Holosuite.) So, if a player has two, one of them could imitate one Keeper owned by another player, and the other could imitate a second Keeper owned by another player.

It is possible to win with one Holographic Projector even if you don’t have either of the required cards yourself only if the win conditions include a Creeper or Creepers which are attached to a single Keeper owned by another player. In that case, the Holographic Projector only needs to be one Keeper, but it also mimics the associated Creeper properties. A few examples of Goals for this type of win would include Imperial Destroyer, Evil Computer, Evil Brain Parasites, Robot Uprising, The Power Of Evil, and Malfunctioning Transporter.

See also: Can the Holodeck count as both itself AND someone else’s Keeper…

A: You may notice that Attaching Creepers are usually something which modifies the qualities of the Keeper itself. The idea is that they become as inseparable as one object. You don’t have a Doctor and a Brain Parasite, you have a Sick Doctor; you don’t have a Poet and Insanity and Metamorphosis, you have an Insane Mutated Poet; you don’t have a Holodeck and a Malfunction, you have a Malfunctioning Holodeck; you don’t have a Bacteria and Liver and Heart and Thyroid, you have one giant Liver-Heart-Thyroid Infection (yipes!); you don’t have Spock and the Mirror Universe, you have Mirror Universe Spock, and so on, and so on…

That’s the whole point of the “stays together until discarded” wording. Anything that you could do to the Keeper will also happen to the Creeper which is attached to it, and vice versa. In Star Fluxx, when you use the Laser Sword or Laser Pistol to attack a Keeper with a Creeper attached, you are attacking the afflicted Keeper, and the whole point is that it’s a way to get rid of the Creeper.

In the Star Trek Fluxxes, the Phaser is similar, but the language states that you are targeting the Creeper (because the Trek Fluxxes include non-attaching Creepers as well, it makes the Phaser more useful against ALL Creepers, not just attaching ones). When you destroy the Creeper, then if it is attached to a Keeper, the Keeper will be destroyed too (it’s not possible to shoot just the Mirror Universe aspect of Mirror Universe Spock, you have to shoot the dude as a whole…)

You can Trash a Keeper , Exchange Keepers , or discard it because of a Keeper Limit . All totally valid ways to rid yourself of annoying attached Creepers! (If you Trash Something to discard the Creeper, the Keeper it’s attached to will also be trashed, of course.)

You can even Recycle it (bonus!) and the attached Creeper will go into the discard pile with the Keeper. “Oh, this thing is messed up and useless to me now. In fact, it’s a hindrance!… I don’t want it anymore. But hey! At least I can recycle it!”

In fact, if you’re trying to acquire a certain Creeper to meet a Goal, you can Steal a Keeper (or Steal Something ), and you’ll get the whole Keeper/Creeper combo. see: If a Goal requires a Keeper and Attaching Creeper…

Your Hologram or Holodeck is not duplicating just a Robot, it’s duplicating an Evil Robot… for better or for worse, as the case may be! see: If the Holographic Projector/Holodeck is used to imitate a Keeper with a Creeper attached…

There are some exceptions, and they’re usually very explicitly worded to let you know they are exceptions. see: …Are there exceptions to this rule?

Or they follow directly from qualities of the Creeper (i.e. things which would take the Keeper up into someone’s hand, but it has a Creeper attached, will result in the Creeper being “spat out” in front of the person who took the combo up into their hand. see: If someone plays Beam Us Up , and one player had a being/crew member with a Creeper attached… see: What happens if I use Zap a Card on a Creeper/Keeper combo?

A: If you are using the Teleporter in Star Fluxx, then yes. Whatever Creeper or Creepers are attached to the Keeper teleported will move as well. That’s one of the ways you can get rid of Creepers in front of you: to teleport the Keeper they’re attached to to some other player.

Note that the Transporter in Star Trek Fluxxen has a different function, however. Rather than moving a Keeper from one player to another on the table, it takes any Keeper on the table up into the hand of the player who has the Transporter. In those cases, it’s more like a repeatable, personal Beam-Us-Up-with-Transporter. In those cases, think of it this way: both cards get sucked up into the hand of the person with the Transporter, and then the Creeper, which can’t be held in your hand, goes back onto the table in front of the person who took the Keeper.

See also What happens if Beam Us Up is played with the Teleporter/Transporter in play, and someone has a being/crew member with a Creeper attached to it on the table?

Distress Call states that “All players draw 1 card from the deck,” and then that “Anyone with a Creeper then draws additional cards until they have drawn 2 cards for each Creeper they possess.” Is the first card drawn by this action included in the cards drawn for Creepers? That is, if I have one Creeper, do I draw 2 total cards or 3 (one from the first part and two from the second)?

A: The first card you draw is included in the total of cards you draw if you have Creepers. So if you have 1 Creeper, you draw a total of 2 cards.

To elaborate: The Captain can steal “Doctor, Engineer, Scientist, or Expendable Crewman.” The Expendable Crewman’s card states that any time a player takes away one of your Keepers, “they MUST take this one instead.” So, does the Captain have a choice or MUST the Captain take the Expendable Crewman first?

A: Well, The Captain can steal any of those cards, but they might not all be owned by the same player. You are only forced to take the Expendable Crewman if the person you are stealing from has that card.

So if Player A has the Captain, and Player B has the Doctor, and Player C has the Engineer and the Expendable Crewman

…then player A can take the Doctor from player B, but they cannot take the Engineer from C – they must take the Expendable Crewman instead.

Of course, if Player A takes the Expendable Crewman on their first try, then on their NEXT turn, they can take the Engineer if they want (assuming they still have The Captain).

Note that in Star Trek Fluxx, Ensign Smith functions as the Expendable Crewman, while in TNG Fluxx, Tasha Yar has that special ability.

[In Star Trek Fluxx, Ensign Smith has the same function as the Expendable Crewman, and in Star Trek: TNG Fluxx, it’s Tasha Yar]

A: It all depends on who has the Expendable Crewman, and who played Exchange Keepers.

See this question in a video! Our Friend The Expendable Crewman, Part 1

If the player who has the Expendable Crewman is the one who plays Exchange Keepers, they can choose to trade whatever they want. It’s only when someone else is taking a Keeper away from you that they must take/destroy the Expendable Crewman.

If, on the other hand, your opponent has the Expendable Crewman, and you play Exchange Keepers, you’ll be getting that dork in the red shirt, no matter what you’re actually coveting in your opponent’s collection.

Think of it this way: he readily obeys his own captain’s orders, but he always seems to leap forward at the last minute when a hostile force demands hostages!

A: Yes. In Star Fluxx, the use of the word “beings” in that card’s instructions indicates only those cards with the Living Being icon (the brain). In either of the Star Trek Fluxxen, the use of the phrase “Crew Members” indicates cards with the Crew Member icon (the starfleet badge). In Star Trek: DS9 Fluxx, this is extended to also include Keepers with the “Visitor / Other Personnel” icon.

Does this negate the Laser Pistol power (as the Expendable Crewman has no Creeper attached) -or- Do we discard the Creeper (attached to a different Keeper) and the Expendable Crewman? -or- Do we discard the Expendable Crewman only?

See this question in a video! Our Friend The Expendable Crewman, Part 1 Our Friend The Expendable Crewman, Part 2

A: The Expendable Crewman’s powers take precedence over the Laser Pistol’s. So even though you aimed and shot the Laser Pistol at the Keeper/Creeper combo, the Expendable Crewman leapt (tripped?) into the line of fire, and was offed instead, leaving the Keeper/Creeper combo still there to be dealt with some other way. Note that in Star Trek Fluxx, Ensign Smith functions as the Expendable Crewman, and in TNG Fluxx, Tasha Yar has that power.

So, knowing this, you might choose not to even point the Laser Pistol in that direction, knowing that annoying Expendable Crewman is hanging around – but that’s up to you.

(Keep in mind that if you’re the one with the Expendable Crewman, AND the Laser Pistol or Sword, you’re free to target your own Keeper-with-Creeper, without accidentally hitting your own Expendable Crewman. If the shot is coming from within his own ship, he will dutifully follow directions, and stand aside, letting the attack go through. It’s only when outside forces threaten that he gets flustered or over-brave.)

See this question in a video! Our Friend The Expendable Crewman, Part 2

A: Yes. The Expendable Crewman is a real martyr/idiot/klutz who jumps/falls into the line of fire, gets beamed away somewhere (or killed or whatever) whenever someone moves to take any type of Keeper, no matter what the stated action or power that causes that Keeper to be taken or destroyed.

Imagine this scenario:

As your Scientist is attempting to lure the Energy Being into his trap, the clumsy (and terribly unlucky) Expendable Crewman just happens by, accidentally stumbling into the trap, and is captured by your Scientist instead of the Energy Being. You get the Expendable Crewman instead of the Energy Being. Reset your trap and try again next turn…

Or… Red alert! Someone is trying to beam your Energy Crystals right out of the engineering room. Your Expendable Crewman (always first into the fray!) leaps towards the beam… and is sucked up by the would-be thief (some opponent’s Scientist).

A: You could certainly put either of these New Rules (Get On With It, or Swap Plays For Draws) into play as part of an Action like Draw 3 Play 2 of them (D3P2) or Draw 2 and Use Em (D2UE), or Fizzbin (or your cards drawn via the Rule Goal Bonanza) but you could not utilize their functions while in the middle of executing one of these cards. While all four of these Actions/Free Actions do give you a sort of temporary hand, you can’t substitute it for your real hand to “discard and draw back up to 3”, for example.

You would either need to invoke Get On With It! before the Free/Action with the temporary hand is played or after. The Playing of D3P2/D2UE/Fizzbin/Goal Bonanza, and all actions as a result of it are considered 1 “Play”.

See also: What happens if I play and Action that causes my turn to end immediately in the middle of Draw 3 Play 2 or Draw 2 & Use Em (or Fizzbin, or Goal Bonanza)?

A: When you play an Action or use a New Rule card says “your turn ends immediately” it means it’s specifically overriding any Play rule that might otherwise require you to keep playing cards on this turn. You also end any option you may have to use Keeper powers or “Free Action” Rules. If it says “your turn ends immediately” then your turn ends immediately – so make sure you’re all done with stuff before you play/use one of these cards!

See: Q: What cards have effects that include ending my turn immediately if I play/use them?

Also see: Would putting either of these two into play cause Play All to be discarded?

A: You can use the counter-Surprise function at any time, either during someone else’s turn or your own. Here are some basic examples:

On your own turn: Someone cancels one of your plays with a Surprise. You play a Surprise to counter their Surprise. Note: although it is your turn, this does not count as one of your Plays.

On someone else’s turn: They play a Surprise for the in-turn function. You play a Suprise to counter it.

On someone else’s turn: They play a card. You cancel it with the appropriate Surprise. They counter-Surprise you. You counter-Surprise them!

On someone else’s turn: Player A plays a card. Player B cancels it with a Surprise. You decide to counter Player B’s Surprise, for whatever reason motivates you. (In other words, if there is a Surprise/counter-Surprise “battle” going on between two other players, as described in the previous example, you can jump in at any time on either players “side”.)

Or to cancel City Of Thieves in Adventure Time Fluxx, or Fantasy Fluxx, or Crime Happens in Batman Fluxx, or Acquisition in Star Trek: TNG Fluxx

(Note that if you stop Acquisition from happening, you don’t get to take a card from the Acquiring players hand either. The entire card play is canceled.)

A: No. Hand and Keeper Limits apply to you when it’s not your turn, so you would observe them as soon as your turn ends.

See also: Q: What cards have effects that include ending my turn immediately if I play/use them?

If I draw the number of cards I have left in my hand to play, do I have to play them all? Which one takes precedence? Play All, or Swap Plays?

A: Once you have exercised your option to Swap Plays for Draws, you have no more plays left (you have swapped all your remaining plays) so your turn is over. So, no, you don’t play those new cards drawn. In that sense Swap Plays “takes precedence” since you may still have cards in your hand at the end of your turn even though Play All is in effect.

Specific example: The Swap Plays For Draws card explicitly states that when this rule is in effect, you may choose at any time to play no more cards, and draw the number of cards as you have plays left. Play All says to play all your cards this turn.

So lets say you have five cards in hand. You play two cards, and decide you want to swap the rest of your plays for draws. Since you have three cards remaining, and Play All is in effect, you have three plays left to swap, so you draw three cards, thereby ending your turn.

Likewise, if Play All But 1 is in effect, then as long as you have more than 1 card remaining in your hand (which would mean you have plays left to swap) you would get to draw the number of cards in your hand minus 1, since the number of plays you have remaining is simply 1 less than the number of cards in your hand. As with Play All, of course, once you choose to swap your remaining plays for draws, you have no more plays.

A: Sort of. If you have more than enough cards in your hand to cover the number of plays left allowed by the Play Rule, then you just subtract how many plays you took from the number shown on the Play Rule. You played 1 and it’s Play 3, and you have 7 cards left in your hand? Play 3 minus the 1 play you took leaves you 2 remaining plays you could swap for draws. Your hand size does not affect how many plays you have left to swap.

If, however, the Play Rule indicates more plays left than you have cards left in your hand, then the number of plays you have left is the number of cards in your hand. The number of plays you can swap for draws is the number of ACTUAL card plays you could make, not the theoretical number of plays allowed by the Play Rule.

EXAMPLE: Draw 1, Play 3 is in effect. You have a hand of 0 and you draw 1 card. Now you have 1 card in your hand. How many plays can ACTUALLY be taken by you? Not 3 because the Play Rule says 3, but 1, because you only have 1 card in your hand. You can’t play cards you don’t have. At whatever time you choose to exercise Swap Plays For Draws, the question is: how many ACTUAL plays do you have left? In this case, you have only 1 play available to you, which you could choose to swap for 1 draw. Now you have 2 cards in your hand, but do you get to play them because the Play Rule says 3? NO, because with Swap Plays For Draws, you are deciding to sacrifice ALL your remaining plays for draws, so, by definition, no matter how many you drew, you have no plays left in your turn.

This is turns out to be exactly how we figure out how many cards can be drawn when the Play All (or Play All But 1) is in effect. In that case, you look at the number of cards you have left (or that number minus 1) and that’s how many plays you have, so that’s how many cards you draw. Again, remember that using Swap Plays For Draws means you have no more plays left in your turn, so you won’t be able to use any of those cards you just drew until your next turn.

Swapping Plays For Draws is one of the ways you can avoid having to playing a card that would make someone else win.

See also: Can I use Get On With It if I played my only card, but the Play rule says to play more?

A: If a Creeper is drawn by the active player, they must take the Creeper (play it in front of themselves) and draw to replace, such that all the cards they have drawn for whatever the Action indicates will contain no Creepers.

For example, if I play Everybody Gets One, then I, as the active player, am the one drawing cards. As such, I have to take all the Creepers I draw, redrawing until I’m holding enough non-Creeper cards to give 1 to each player including myself. In a deck with a lot of Creepers, anything that makes you draw cards is a liability!

…I say it’s just one card, but my husband says it should be three, since three Creepers were drawn. Who is right?

A: For practical purposes, you are correct. If you have laid down three Creepers in a row like that, you are left needing to draw 1. After your draw phase, you should end up having drawn just 1 non-Creeper for your Draw 1.

If anyone is having a hard time wrapping their head around why this is, here’s a blow-by-blow description of what happens when you draw three Creepers in a row while trying to Draw 1.

You Draw 1. It’s a Creeper. It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule. Your “draw to replace” is… a second Creeper. It goes in front of you with the first, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule. Your “draw to replace” is… a third Creeper. It goes in front of you, and you draw to replace it, hoping for a non-Creeper to satisfy the current Draw rule. Your “draw to replace” is… finally a non-Creeper, which you add to your hand, and you have successfully followed the current Draw rule, which is Draw 1.

As you can see, in some ways, your husband is right… but the thing is, the three cards that were “drawn to replace” did happen… they’re just over as soon as you draw 1 non-Creeper.

A: Creeper cards say “You can’t win if you have this unless the Goal says otherwise.” This means that having a Creeper in play in front of you prevents you from winning whether it is attached to one of the Keepers needed for the Goal or not.

Creepers occur in many versions of Fluxx, but only in a relatively few versions do they attach to specific Keepers. So the question of attachment does not affect the general behavior and limitations of Creepers.

This is sort of the corollary to this question: If a Goal requires a Keeper and an Attaching Creeper…

For example, if an attaching Creeper is played when there is no appropriate Keeper to attach to, does it stay unattached forever (or until the Action Creeper Reassignment is played), or does it attach to the next available Keeper which accompanies it in play? In other words, does it only attach if there are (appropriate) Keepers in play when it goes down on the table, or will it attach to Keepers played later?

A: The text on attaching Creepers states “If you have any [appropriate Keepers] in play, you much choose one to attach this to.” This property is not limited to the moment when the Creeper is first played. If there is no appropriate Keeper to attach to when it is played, it will attach to the first appropriate Keeper that arrives.

Does it count as one of your plays for your turn to do this thing?

A: No. That’s the whole point of it being “free”. It does not use one of your plays. Depending on the game we’re talking about (there are cards like this in Chrononauts and Back To The Future, in addition to many in Fluxx editions), you might only be getting one play per turn, and whatever this thing does won’t use up your play for the turn.

any of these? Card text (paragraphs) Card title or name Card Type (special symbols) Doom/anti-doom hourglasses

A: The special powers referred to on Creepers that can be canceled out are found in the paragraphs describing any special actions or abilities related to having a given Keeper in play. There’s nothing special about a card being a Keeper, or about the name (there are no “names” of cards that give you any abilities are there?) Doom/anti-doom counters are also a separate concept, unaffected by Creepers: Doom is a quality, not an ability.

A: There is no reason Surprises would work any differently depending on the number of players. Surprises always counter Surprises in full, no matter what the function of the Surprises in question.

Some examples:

Example 1: Player A plays a Keeper, and then plays a Goal card to win. Player B plays That’s Mine (the counter-Keeper Surprise) to cancel Player A’s Keeper card hoping to cancel the win. Conversely, maybe Player A played a Goal, then a Keeper, and Player B tried to use Canceled Plans (the counter-Goal Surprise).

Example 2: Player A played the That’s Mine as an in-turn card and stole the Computer from Player B. Then Player A set down a Keeper. Player B then played a Surprise card, claiming that the wording on the card says it may be used on the Surprise card just played.

Example 3: Player A played Draw 3 Play 2 Of Them, drew three cards, and one of them is a Goal that let them win, so they played it. Player B then played Stop That (the counter-Action Surprise) to try to cancel the playing of Draw 3 Play 2, hoping to cancel the win.

A: In all of these cases, Player A’s actions stand, as the Surprise has been played too late. The counteractive Surprise must be played IMMEDIATELY after the card you wish to counteract. It also doesn’t apply to “the most recently played card of the target type played this turn.” Once another card of any type has been played, or a subsequent resulting action taken, it becomes too late to retroactively stop a previous card play with a Surprise.

Don’t be that person needing to ask for a special exception to the rules, and make sure the new players you’re teaching understand: Surprises need to be used in a timely manner. Whenever you have one in your hand, acquaint yourself with its power right away so that you can make a snap decision about whether to use it, since, if you hesitate too long, your opportunity is likely to pass.

So are there ever exceptions? It depends how relaxed you want to play, and how everyone is getting along. If Player B was a less-than-experienced player, it’s highly likely that it just took them a little while to read their own Surprise card to realize that it could be used in that way. If the results of a rewind are relatively inconsequential, one might cut them some slack. If Player A somehow anticipated that Player B was going to counter their play, and took their next action with barely a blink then that’s a bit rude. But if there was a heated disagreement, please do fall back on the official ruling. The ONLY reason you might choose to ignore it is if you wish to cut Player B some slack for being a n00b, or if you want to call shenanigans on Player A’s playing style for some reason.

Remember: it’s never appropriate to see the consequences of a previous card play, and THEN realize that you wish you’d stopped it before something else happened as a result of that play. In example 1, Player B probably didn’t realize that the first play would result in the win until the second card was played. In example 3, Player B couldn’t know when Draw 3 Play 2 was played that it would result in a win. Too bad. No exceptions for those cases.

This is where careful ordering of your plays and a good poker face are important so as not to broadcast your intentions. And people say there’s no strategy in Fluxx…

… or does the card that was canceled go in the trash (or to my opponent in the case of That’s Mine), and my attempt has used up one of my plays?

See this answer in a video! Little Answers

A: No, it’s that second thing you said: the card that got canceled goes away, and that play has been squandered. On the other hand, your opponent had to give up a card from their hand as well, so it’s not as though it’s without sacrifice on their part too.

See also: If multiple Surprises are canceled by each other, how do you figure out what happens…

…For example, if they’re using Steal A Keeper, or Exchange Keepers, can I get the Keeper they’re acquiring? Or if they’re Plundering a Keeper, can I take the Keeper they’re Plundering? Or if someone plays Mix It All Up, or Share the Wealth, can I get a Keeper that’s being dealt out to someone else?

A: No, No, and No. You can only use the out-of-turn* function of That’s Mine when someone else is using one of their Plays on their turn to Play a Keeper from their hand to the table.

You can’t use it to intercept a Keeper being allocated, traded, stolen, or acquired in any other way.

The main four Surprises, of which That’s Mine is one, interrupt or cancel a specific type of card being Played , so you have to ask yourself, “What is the type of card being Played?”

In these cases it’s an Action (or even a Free Action, in the case of Plunder or it’s analogues, in which case no card is being played at all). In those cases all you could do with a Surprise would be to stop the Action itself being played, by using the Stop That! Surprise (aka Avast! Belay That! The Stars Are Wrong!).

Using that, of course, would not gain you a Keeper which is in transit. It would only stop the Action from happening, preventing the Keeper from changing hands in the first place.

*Of course, you can simply use your That’s Mine card on your next turn , for it’s in-turn function which is essentially the same as Steal a Keeper, so you’re really not in a bad place, even if you couldn’t get that Keeper in the middle of the results of an Action.

A: If you use the Surprise card as one of your plays during your turn, then you must use the “during your turn” functions. The “out of turn” functions almost always cancel some other card play, and it is not allowed to cancel your own play with your own Surprise. Thematically, consider this: it’s hard to really call it a “surprise” if you’re doing it to yourself in this manner.

The only time when you might not use the “during your turn” on your turn is when you’re using a Surprise to counter a Surprise played by another player against you during your turn.

See Does countering a Surprise on my turn count as…

A: No. In general, you can’t use the out-of-turn portion of a Surprise during your turn, moreover the Canceled Plans card specifically says it is used to stop a Goal which another player has just played.

A: Only the Goal just played.

Player #1 contends that he won the game because the rules say that as soon as a goal is achieved the game is over and no other actions/cards can be played. Player #2 says that no, the Surprise card overrides the general rule and cancels the playing of the goal and therefore the game does not end. Which is true?

A: Yes. If the Canceled Plans card played is played immediately, it cancels the Goal and play continues to the next person. That is the intent of the card.

It works the same way for That’s Mine. If the winning play is a Keeper, That’s Mine can be used to cancel that play, preventing the win.

Again, Surprises are meant to be able to work this way… but you have to be using the correct Surprise for the type of play you’re canceling – and you must play your Surprise in a timely manner: say, within a few seconds of the player playing their card.

For more nuanced suggestions about how to resolve some tweaky timing issues, check When a player is allowed multiple plays on their turn, are there any guidelines for timing between plays?”

If I play a card on my turn and another player plays a Surprise to cancel it, then I play another Surprise to cancel the first one, since it’s my turn, does mounter Surprise count as a Play for me?

A: It does not count as a play. It’s sort of meta-out-of-turn.

Also, could I use a Surprise that was part of the subturn to cancel the attacking Surprise, and if so would that count as one of the plays?

Example: Player #1 plays “Draw 3, Play 2 Of Them” and gets an Action, a Keeper, and a Surprise. They play their Action and Player #2 plays Belay That [Avast, Stop That] to cancel it. –> can Player #1 use the Surprise in their mini-hand to cancel that Surprise, –> and if so do they still get to play their Keeper afterwards?

A: Yes, you can use a Surprise from your main hand, or from your sub-hand, to cancel another player’s Surprise during your Draw 3, Play 2 Action. Playing a Surprise to cancel a Surprise is a free action, so yes, you would get to play the third card if your second card is a Surprise that you use to counter a Surprise being used to stop your first card.

Using Goal Bonanza also results in the play of a “sub-hand” while the rest of your hand is put aside, and the same things would apply there as well. Yes, you can counter-Surprise from either your main hand or your sub-hand.

In the case of Fizzbin, you don’t have the option of using any of the cards in your temporary hand, you have to play them blind, in random order, so any Surprises that are in that temporary hand won’t be useful to you – but you can still use Surprises in your set-aside hand to counter Surprises played against cards played as part of your Fizzbin action.

In this scenario Player #1 has the Trade Hands and Stop That, and Player #2 is being forced to trade hands.

A: No. If the surprise were in Player #2’s hand, then Player#2 could use it to stop the Action, but if the surprise is in Player #1’s hand, then Player #2 does not have access to the card until after the Trade Hands Action has been resolved, by which time it’s too late to be stopped.

If you think about it too hard, you’ll realize it can ONLY work this way. If it worked the way you described there would be a paradoxical loop:

You used the Stop That you received in Trade Hands to stop Trade Hands, so you didn’t trade hands, so you didn’t have the Stop That, so you couldn’t use it, so you traded hands, but then you had the Stop That, and you used it to prevent the Trade Hands, but then you didn’t have it, didn’t use it, but then you traded and had it…

…and so forth to insanity.

Or must you discard a Goal/Action if you have one, and a random card only if you don’t?

A: Players get to choose. They may either look at their cards and select a Goal/Action to give up, or they may select a random card from their hand to give up. Of course, if they don’t have any Goals/Actions, they can only opt to lose a random card.

Note that random means RANDOM. They don’t get to decide which card they give up in this case. They can do this either by mixing their own hand face down, and pulling one out without looking, or they can have you pull one from their hand as they hold it up facing themselves.

For example, if the Goals were He Bravely Ran Away (requires the 3-Headed Giant) and Rabbits of DOOM (requires the Killer Rabbit).

A: No, not if they are two different Creepers like this. The 3-Headed Giant you need to win with He Bravely Ran Away prevents you from winning with Rabbits of DOOM, while the Killer Rabbit you need for that prevents you from winning with He Bravely Ran Away.

A: In the vast majority of cases, you cannot win if you have Creepers not specifically required by the goal.

Exceptions: • Do your extraneous Creepers say that they keep you from winning? (Almost all Creepers do, but if they don’t then go for it.) • Is there a Rule in play that lets you win even if you have Creepers? (There are a couple of these, depending on which versions you have.) • In Batman Fluxx, if the Goal requires a Villain, Villains don’t prevent you from winning. However, if the Goal does NOT require a Villain, then Villains ANYWHERE prevent you from winning. • In Nature Fluxx (aka EcoFluxx) all Creepers prevent everyone from winning, regardless of who has them.

See also: The… Goal requires a Keeper and either of two Creepers…

Or can it replace the single Goal in play, leaving a spot empty?

A: If there is an empty slot for a Goal because of Double Agenda, the next Goal played must fill that spot, and not replace the single Goal already in play.

The Computer promo card, or Batcomputer in Batman Fluxx, for example, increases both your Play and your Draw by 1. So does the Rich Bonus. Play 1 extra doesn’t affect Play All, so why would it affect Play All But 1?

A: Play All But 1 isn’t the same as Play All: when you Play All But 1, you do have 1 card remaining, so when you are then required to play +1 cards, you do have one left to play, so you must play it.

You need to take Play All But 1 as a unit into consideration: you can’t just break out the Play All, and apply the effects of the Computer, and then apply the …But 1 part.

Note that since the effects of the Computer are not optional, you have to do it, whether you like it or not. Other similar effects may be optional, so always check on that. It’s pretty easy to see whether something says you “may” do it, or if it just happens.

Do I get to decide who gets what? Do I get to decide how many to deal to each player? Do the recipients put them in their hands or on the table in front of them? Are they face up or face down? When I’m dealing them out, who do I start with?

A: First of all, only for Everybody Gets 1 (or Dreams & Omens) does the active player get to look at and decide who gets what. That’s a very different situation that the ones we’re talking about here. This question focuses on random (fairly even) redistribution along the lines of Share The Wealth.

The cards in question are shuffled or otherwise randomized so that the dealer does not know what’s being given out. They are then dealt out evenly, going around the circle clockwise, one card to each player in turn, continuing until the cards are all gone. Dealing starts with either the active player or the player to their left, with the intention of providing any possible benefit to the active player.

• So if it’s for Keepers, or a mixture of Keepers and Creepers, the active player should get the first card, because this is felt to be to their advantage, so they won’t get shorted if the number doesn’t deal out evenly. However, we would consider it an officially sanctioned house-rule if your group wanted to give the active player the option of starting with the player to their left instead of themselves. There could be reasons…

• For redistribution of Creepers-only, the card will usually say to start with the player to the left of the active player, because Creepers are generally considered a disadvantage, and this would mean that if anyone was going to receive fewer, it would always be the active player. However, as with other redistribution cards, your group may choose to let the active player decide whether they want to start with themselves or the person on their left. Again, we can think of reasons why someone might want to start distributing Creepers to themselves first.

Once dealt, all cards will be put into play immediately, so it’s OK to deal them out face up, but it’s sometimes better to deal them out face down, then have everybody reveal what they got all at once. As mentioned above, re/distributing by dealing will cause all players to end up with roughly equal numbers of cards. So if there are large discrepancies in the number of cards players had in play, this will even them out: players with a lot more than other players will end up with fewer than they had, and players with few or zero cards in play may end up with more. That’s the way it goes.

Here’s a list of redistributing cards, and their types:

Scramble Keepers, which is only in early versions of “Basic” Fluxx (1.0-3.x) is the only Action which is different. While you still shuffle up the Keepers and hand them back randomly and they go back into play, you don’t deal them out evenly, but instead give each player the same number of Keepers they had before. When we came up with Share The Wealth, we felt it was far superior, as we liked the way it leveled the playing field, keeping the game more competitive, to maximize player engagement.

The card reads, in part “You decide who gets what.” My brother thinks I should hand them out without looking at them, but I think I get to look at them so that I know what they all got, but they only know what they each got.

A: As you have surmised, there is indeed no meaning to the phrase “you decide who gets what” unless you get to look at all the cards before you hand them out (yes, the intention is that you hand them out face down so that each person only knows what they themselves got).

Many people’s first instinct upon seeing someone else play this card is to simply reach forward and draw from the deck themselves, as if it were indeed intended to be random, but most, upon a careful reading of the card, come to the correct conclusion.

Since we have plenty of room on this card, we started implementing clearer text on this card in 2016: “You look at the cards and decide who gets what, dealing them out face down to each player.”

My friends think you can add it to you hand, and play some other card from their hand.

A: You are correct, your friends are incorrect. You pull the top card off the deck, and immediately play that card. You do not get to add it to your hand, or play any other card from your hand.

Also see: What are all the different cards in different versions where you get to draw the top card and play it immediately?

A: No. There is no limit to the number of Creepers you can have in front of you.

A: You keep drawing until you get a non-Creeper.

You may be seeing this question because it relates to a deck with a Mystery Play analogue (a card with the same or nearly the same functionality, but a different name). To see all of the Mystery Play analogues, check out the Fluxx Card Comparison Chart , (also linked in the lower part of the right sidebar).

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star trek fluxx review

Star Trek: TNG Fluxx

Beam yourself aboard the Enterprise-D for a game of  Star Trek: The Next Generation  Fluxx! Join Picard, Riker, Data, and the rest of the TNG crew, to gather the Keepers you need for victory – but don't let Creepers like Q or the Borg keep you from your mission! With new cards like Darmok and the Rule of Acquisition, this version of Fluxx will take you into the 24th Century!  

star trek fluxx review

It all begins with one basic rule: Draw one card, play one card. You start with a hand of three cards, add the card you drew to your hand, and then choose one card to play, following the directions written on your chosen card. As cards are drawn and played from the deck, the rules of the game change from how many cards are drawn, played, or even how many cards you can hold at the end of your turn. 

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Bridge Expansion Card List:

  • Meta Rule: 5 Card Mission
  • Keeper: The Bridge
  • Goals: Past Meets Future, Generations, Scien ce Officers, Engineering's Finest, Medical Geniuses, Captain on the Bridge, Bridge of the Enterprise, Romulan Attack, Phaser Overload, and Tomorrow's Enterprise

   Add some  Enterprise  flavor to your collection of  Star Trek   Fluxx  decks!

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Archer Expansion  Card List:

  • Meta Rule: Combined Decks
  • Keepers: Jonathan Archer; Daniels; Atavachron
  • Creepers: The Xindi; Temporal Rift
  • Goals: Blink of an Eye; These Are the Voyages; The Temporal Cold War; Cause & Effect; Founding the Federation; The Captain's Table; In a Mirror, Darkly;  Faith of the Heart; Carpenter Street
  • Surprise: Department of Temporal Investigations

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   Porthos Expansion :  The second of two  Enterprise -themed expansion packs is on the light-hearted side, and is named for Porthos, Captain Archer’s dog. Porthos is joined by his crewmate Dr. Phlox, his fellow space pet Spot, a famous Klingon, Kor, and a bottle of Romulan Ale. Also includes a new Action and a New Rule!  The Porthos Expansion pack works with any of the 4 standalone  Star Trek  Fluxxes, but for maximum fun, shuffle these cards together with as many of the  Trek  Fluxxes as you have!  Contains 16 cards.

Porthos Expansion  Card List:

  • Keepers: Romulan Ale; Kor; Spot; Porthos; Dr. Phlox
  • Goals: Blood Oath; That's Logical; Errand of Mercy; Barkeep's Finest; No Cheese!; Former Borg; Star Pets; Ode to Spot; Starfleet Medical
  • New Rule: On Main Viewer
  • Action: Away Mission
  • A Pawn's Perspective Star Trek Fluxx Review (video)
  • Blogcritics Card Game Review: 'Star Trek The Next Generation Fluxx' from Looney Labs
  • Dad's Gaming Addiction Star Trek Fluxx, Star Trek: TNG Fluxx, and the Bridge Expansion
  • Peace, Love, & Games Bridge Pack (Instagram)
  • Peace, Love, & Games (Instagram review)
  • PuzzleNation PN Product Review: Star Trek Fluxx: The Archer Expansion and The Porthos Expansion
  • PuzzleNation Star Trek Fluxx & Star Trek: TNG Fluxx
  • The Rat Hole Star Trek “Enterprise” Fluxx (Archer and Porthos Expansions)
  • The Rat Hole Star Trek: The Next Generation Fluxx
  • The Shogunstein All Fluxx from a Colorblind Perspective (Olympus Fluxx as the example)
  • TrekCore.com REVIEW: Star Trek & Next Generation Fluxx Card Games
  • tripofalifestyle.com Tabletop Games Give You Friends in Every City
  • What Did You Play This Week? Star Trek Fluxx Review

Related Links

Cardlist: 

  • Star Trek: TNG  Fluxx Card List
  • Star Trek: TNG  Fluxx Rules
  • What's Fluxx?
  • What are all the versions of Fluxx currently available?
  • General Fluxx FAQs and  Questions specifically about Star Trek: TNG Fluxx
  • Don't forget about  our other  Star Trek  games:  Star Trek  Fluxx , the  Star Trek  Bridge Expansion  that allows you to combine TNG with TOS,  Star Trek : DS9 Fluxx , Star Trek: Voyager Fluxx , or the time-traveling card game  Chrono-Trek !
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star trek fluxx review

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star trek fluxx review

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Looney Labs Star Trek TNG FLuxx

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Looney Labs Star Trek TNG FLuxx

About this item.

  • Flux is an Evergreen title with over 3 million units sold.
  • Never plays the same way twice.
  • This edition of Flux includes attaching Creepers and surprises!
  • Great game for groups of mixed ages - kids and adults can both play and remain competitive.
  • Have even more fun by mixing this deck with the Star Trek Flux deck and the bridge pack expansion!

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Looney Labs Holiday Fluxx Card Game - Celebrate Holidays with 2-6 Players

Product information

Product description.

Beam yourself aboard the Enterprise-D for a game of star Trek: the next generation! join Picard, Riker, data, and the rest of the tang crew, to gather the Keepers you need for victory – but don't let Creepers like Q or the burg keep you from your mission! with new cards like Darmok and the rule of acquisition, this version of Flux will take you into the 24th century!

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No Warning Applicable

What's in the box

  • 100 cards, rules

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Our Point of View on the Star Trek TNG FLuxx Card Game

WTI | We Tried It!

star trek fluxx review

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IMAGES

  1. Star Trek: The Next Generation Fluxx Review

    star trek fluxx review

  2. Review: STAR TREK Fluxx Expands to DEEP SPACE NINE • TrekCore.com

    star trek fluxx review

  3. PN Product Review: Star Trek Fluxx: The Archer Expansion and The

    star trek fluxx review

  4. Star Trek FLUXX

    star trek fluxx review

  5. REVIEW: Star Trek & Next Generation Fluxx Card Games • TrekCore.com

    star trek fluxx review

  6. Star Trek Fluxx

    star trek fluxx review

COMMENTS

  1. Star Trek Fluxx

    Classification. Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card.

  2. Star Trek: The Next Generation Fluxx

    Classification. Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card.

  3. REVIEW: Star Trek & Next Generation Fluxx Card Games

    It truly is an excellent time to be both a Star Trek fan, and a tabletop gaming fan. It seems like every few months we're treated to a new Trek game hitting the shelves of our friendly local game store. One of the latest to hit the market is Star Trek Fluxx, and it's 24th century companion Star Trek: TNG Fluxx. The basic Fluxx card game has been around since the late 1990s, and there have ...

  4. REVIEW

    Following their classic Star Trek and Next Generation versions from 2018 and their Deep Space Nine edition from 2019, this fourth Star Trek Fluxx card game doesn't change the play format of their long-running Fluxx games, but it does add a wonderful infusion of Voyager flair to their Trek collection. The Fluxx game, which is touted as one ...

  5. Star Trek: The Next Generation Fluxx Review

    Kerry Elsworth. Star Trek: The Next Generation Fluxx is a themed version of the original card game Fluxx based on the 1987 Sci-Fi show adored by many. The game is simple, alter the rules to your heart's content and collect the current goal cards. The constantly changing rules make for some frantic decision making and heartbroken opponents.

  6. Review: STAR TREK Fluxx Expands to DEEP SPACE NINE

    There have been plenty of Star Trek games over the years, but Deep Space Nine doesn't get a lot of love specifically — which is why I've been so excited about the latest edition of the card game Fluxx: it's entirely dedicated to Deep Space Nine!. You may already have Star Trek Fluxx, and its 24th century companion Star Trek: TNG Fluxx — both of which we reviewed last summer when they ...

  7. PuzzleNation Product Review: Star Trek Fluxx and Star Trek: TNG Fluxx

    Today, we're doing the same as we review Star Trek Fluxx, Star Trek: The Next Generation Fluxx, and a special expansion pack. For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put ...

  8. Star Trek: Voyager Fluxx

    In Star Trek: Voyager Fluxx, the fourth Fluxx excursion into the Star Trek universe, Captain Janeway and her crew will encounter familiar enemies: The Kazon, Species 8472, and of course, the Borg. The classic ever-changing rules of Fluxx are further enhanced by twists like the Caretaker and Ancestors' Eve. Janeway from the future might even ...

  9. Card Game Review: 'Star Trek Fluxx' from Looney Labs

    Star Trek Fluxx from Looney Labs beams one of the most popular sci-fi franchises of all time to the tabletop. The game should not be confused with Star Fluxx, an earlier Fluxx variant that took the card game of ever-changing rules into the realm of science fiction with plenty of allusions to the whole genre.Now, Star Trek Fluxx encapsulates the adventurous spirit of the original television ...

  10. Card Game Review: 'Star Trek The Next Generation Fluxx" from Looney

    Star Trek The Next Generation Fluxx from Looney Labs is a bold take on the classic card game with the ever-changing rules. With so many different properties being incorporated into the Fluxx world, including a Fluxx for the original series Star Trek, an unknowing glance would guess that each version is just a skin over the original set.Yet Looney Labs creates new rules and shuffles the numbers ...

  11. Star Trek Fluxx

    Set a course for the final frontier with Star Trek Fluxx! Featuring Kirk, Spock, McCoy, and the rest of the original series crew, you'll take command of the Enterprise, and face Creepers like Klingons, Romulans, and the terrifying Doomsday Machine. You might even find yourself playing Fizzbin or Venting the Warp Core to explore new worlds and collect the Keepers needed for

  12. Star Trek: Voyager Fluxx Card Game Review and Rules

    Star Trek: Voyager Fluxx is a game whose rules will regularly be changing. The basic outline of each turn though is as follows: Draw a number of cards based on the current rule. Play a number of cards based on the current rule. Players can play cards even if they have no effect on the game. A player has to play the number of cards required by ...

  13. Star Trek Fluxx & ST: TNG Fluxx Released!

    Star Trek: TNG Fluxx is similar to Star Trek Fluxx in that the special symbols are the same. Not previously mentioned are other types of cards like Creepers (opposite of Keepers - you don't want them), Surprises (can be played at any time), Ungoals (opposite of Goals - everyone loses if its conditions are met) and Meta Rules (rules that ...

  14. Set A Course. For Home- Star Trek: Voyager Fluxx Board Game Review

    Rating. 3.5. Star Trek: Voyager Fluxx. If you are a fan of Fluxx and Fluxx's ever-changing rule set, Star Trek: Voyager Fluxx will slide effortlessly into your collection. Combine it with the original Star Trek Fluxx and Star Trek: TNG Flu... show more. W. WadeMonnig Top 10 Reviewer 195 reviews. Wade Monnig (He/Him)

  15. Star Trek Fluxx revealed

    Looney Labs have revealed their first Star Trek editions of their game Fluxx, so named because the cards drawn and played in the game keep the end goal forever in flux.Two Star Trek games are being released in August, one based on TOS, and the other on TNG, plus an expansion to facilitate both editions being played mixed together.Continue below to check them all out:

  16. Star Trek: The Next Generation Fluxx Review

    About Tabletop Gaming GuildTabletop Gaming Guild is devoted to supporting local tabletop gaming communities. We strive to help promote and support local gami...

  17. Star Trek: Deep Space Nine Fluxx

    Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous ...

  18. Amazon.com: Customer reviews: Looney Labs Star Trek Fluxx

    Find helpful customer reviews and review ratings for Looney Labs Star Trek Fluxx - Best Card Game Fun Card Games for Adults Teens Kids Family Games Coolest Gifts for Boys and Girls Kids Games Family Board Games 2-6 Players Ages 8 to Adult 100 Cards at Amazon.com. Read honest and unbiased product reviews from our users.

  19. Star Trek: The Next Generation Fluxx FAQ

    Here's the link for questions about playing with both Star Trek Fluxx decks mixed. Also be sure to check out All Fluxx FAQ for more general questions. If you don't see your question answered among these, please email us at: [email protected]. Back to Star Trek Fluxxen.

  20. Star Trek: TNG Fluxx

    Beam yourself aboard the Enterprise-D for a game of Star Trek: The Next Generation Fluxx! Join Picard, Riker, Data, and the rest of the TNG crew, to gather the Keepers you need for victory - but don't let Creepers like Q or the Borg keep you from your mission! With new cards like Darmok and the Rule of Acquisition, this version of Fluxx will take you into the 24th Century! STAR TREK ...

  21. Amazon.com: Looney Labs Star Trek TNG FLuxx : Toys & Games

    Customer Reviews: 4.8 4.8 out of 5 stars 491 ratings. 4.8 out of 5 stars : Is Discontinued By Manufacturer : No : Release date : August 3, 2018 ... (more with combined decks). This is one of a few Star Trek themed Fluxx games. Definitely a buy! Read more. One person found this helpful. Helpful. Report. Bri. 5.0 out of 5 stars Fun Fluxx game ...

  22. Star Trek Fluxx: Bridge Expansion

    The games are already designed so that they can be combined, and the twelve cards in Star Trek Fluxx: Bridge Expansion allow them to mesh even better. The Bridge Keeper lets you take control of either Enterprise, and a host of new Goals let Kirk meet Picard, Spock meet Data, and the Past meet the Future! — description from the publisher.

  23. Star Trek Fluxx

    Star Trek Fluxx - for review only sticker . Hiya, I have the card game Fluxx Star Trek and it has a sticker on it that says "for review only" on it, am I right to assume this will be just the standard game sent to reviewers or would it be different to the retail version?