Chronological Blanks Card Suggestions
From RabbitWiki
[edit] Items Added 01/04/2001:
- Action - Discard Player - Choose a player. Target player is removed from the game, all keepers he/she has in play are discarded, as is his/her hand.
- this card submitted by: Ross Andrews "not one of my favorites"
- Action - Fast Forward - Look through the draw deck for a card, play that card immediately. Reshuffle the deck afterwards. This card counts as one play.
- this card submitted by: Ross Andrews
- Action - Rewind - Look through the discard pile for a card, play that card immediately. Reshuffle the deck afterwards. This card counts as one play.
- this card submitted by: Ross Andrews
- Action - I Am Poor - I d- not have the verbiage of this one, can you send it t- me, Ross? (apparently he can't remember what is was, either.......)
- this card submitted by: Ross Andrews
- Action - Trash Goal (alt. Zap Goal) - Discard current Goal.
- this card submitted by: Ross Andrews
- New Rule - Multi-Goal - The next goal played is play in addition t- the current goal, not instead of. You must now satisfy *both* goals t- win. Any goals played while Multi-Goal is in play are als- played in addition t- the current goal. Discarding/trashing Multi-Goal causes all but the newest goal t- be discarded.
- this card submitted by: Ross Andrews
- New Rule - Play Zer- - N- player may play any cards except cards which would destroy "Play Zero." If "Play Zero" is in play, "Draw Zero" may not be played. If "Draw Zero" is in play, "Play Zero" may not be played.
- this card submitted by: Ross Andrews
- Action - Dumpster Dive - allows you t- look at the bottom 5 cards of the discard pile and replace one in your hand.
- this card submitted by: Mark Fitzsimmons
- Keeper - Doppleganger - (You have chocolate? Well, s- d- I!)
- This duplicates any Keeper currently in play. - this card submitted by: Ross Andrews
- Action - Charity - All players must give you a Keeper until you have at least as many Keepers as everybody else. (Each player must give a minimum of one Keeper.)
- this card submitted by: Ross Andrews
- Action - Equalizer - Shuffle all Keepers together and deal the same number t- all players. Discard any remainder.
- Action - Wild Card. The very next card from the Draw Pile is a common card for all:
- if that card is an Action, then whoever's turn it is must perform that action before they take the rest of their turn. - If the wild card is a New Rule, that card goes int- play as normal. - If it's a Keeper then everyone has that Keeper in play. + If the Action "Shuffle Keepers" card is played, the wild Keeper is shuffled as well. - If the wild card is a Goal than there are tw- Goals for the game and whoever completes one of them wins.
[edit] Items Added 01/10/2001:
- New Rule - Conspiracy - Each person may now have a personal Goal (a Goal that only affects the person that played it) s- each person may win with either the overall Goal or their personal Goal. When a Goal is played, it may either replace that person's Goal or the overall Goal. Discard all personal Goals if this card is ever discarded.
- this card submitted by: David Chalker
- New Rule - Richochet - Whenever a player is targeted by an Action, the targeted player may immediatly play an out of turn Action that targets another player.
- this card submitted by: David Chalker
- New Rule - Hidden Agenda - Starting with the next Goal played, all Goals are played face down. If the person wh- played the Goal knows that someone has won, that player must announce it. Reveal the Goal if this card is discarded.
- this card submitted by: David Chalker - The player may play a Goal face down, for themselves. Only the player wh- has played that Goal may win with it. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001
- New Rule - DING! - A player with the Glockenspiel showing may cancel any Action. Whenever this is done, the player whose Action was canceled takes the Glockenspiel int- her hand.
- this card submitted by: David Chalker
- New Rule - Inertia - Whenever a player declares victory, play continues until the end of the next player's turn. If at that time that player can still declare victory, the game ends. If victory is foiled in that time, play continues normally
- this card submitted by: David Chalker
- New Rule - To- many Keepers - If one player has more Keepers than any other, that players draws and plays one less card.
- this card submitted by: David Chalker
- New Rule - Youth Bonus - The player with Youth may, during his turn, take another turn after the current one is finished. If this is done, Youth must be given t- another player.
- this card submitted by: David Chalker
- New Rule - Science Bonus - The player with Science may, during his turn, select a New Rule card in play and place it in the discard pile. If this is done, Science must be given t- another player.
- this card submitted by: David Chalker
- New Rule - Robot Bonus - The player with the Robot may, during his turn, exchange the Robot for a Keeper of your choice.
- this card submitted by: David Chalker
- New Rule - World Bonus - The player with The World may, during his turn, look at another player's hand and take a card, and give that player The World.
- this card submitted by: David Chalker - If a player has World showing, he/she may look at any face-down card in play. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001
- Keeper - Spider - This card must be played as your first play. If this card is in your hand, you must play it as a Keeper. Starting with the turn after you play it, you may, as a play, give it t- another player int- their hand (not on the table). On their next turn, they must play it as their first play, etc. You may not win while you have Spider on the table.
- this card submitted by: David Chalker
- Keeper - Youth
- this card submitted by: David Chalker
- Keeper - Science
- this card submitted by: David Chalker
- Keeper - Robot
- this card submitted by: David Chalker
- Keeper - The World
- this card submitted by: David Chalker
- Keeper - Glockenspiel
- this card submitted by: David Chalker
- Keeper - Yin/Yang - A player with three Yin/Yangs wins
- this card submitted by: David Chalker
- Keeper - Yin/Yang - A player with three Yin/Yangs wins
- this card submitted by: David Chalker
- Keeper - Yin/Yang - A player with three Yin/Yangs wins
- this card submitted by: David Chalker
- Keeper - Yin/Yang - A player with three Yin/Yangs wins
- this card submitted by: David Chalker
- Goal - Robot Parade - The player wh- has both Robot and Youth on the table wins.
- this card submitted by: David Chalker
- Goal - Ana Ng - The player wh- has both The World and Youth on the table wins.
- this card submitted by: David Chalker
- Goal - Become a Robot - The player wh- has both Robot and Science on the table wins.
- this card submitted by: David Chalker
- Goal - For Science! - The player wh- has both The Rocket and Science on the table wins.
- this card submitted by: David Chalker
- Goal - Why Does the Sun Shine? (The Sun is a Mass of Incandescent Gas) - The player wh- has both The Sun and The World on the table wins.
- this card submitted by: David Chalker
- Goal - Hail Eris! - Make up one Goal, with the following restrictions: it may not duplicate a Goal already in the deck, it must involve tw- Keepers being in play, the tw- Keepers must have n- logical connection (as agreed t- by the other players), and the person wh- played this Goal may not win as a result of this Goal.
- this card submitted by: David Chalker
- Goal - Shoehorn with Teeth - The player with the Glockenspiel wins.
- this card submitted by: David Chalker
- Goal - World Peace - The player wh- has both The World and Peace on the table wins.
- this card submitted by: David Chalker - The player wh- has both The World and Peace on the table wins, but not if War is on the table. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001
- Goal - Killer Robots - The player wh- has both Robot and War on the table wins.
- this card submitted by: David Chalker
- Goal - Illumination - The player wh- has both Science and Pyramid on the table wins.
- this card submitted by: David Chalker
- Goal - Minimum Wage - The player wh- has both Youth and Money on the table wins.
- this card submitted by: David Chalker
- Action - Delete Goal - Take the current overall Goal out of the game entirely; it is not shuffled back in the deck when the draw deck is exhausted.
- this card submitted by: David Chalker
- Action - Back T- Basics - Discard Government Coverup, Hidden Agenda, Conspiracy, Hand Limit 0, Play All, Final Card Random, and Spider, if any of them are in play.
- this card submitted by: David Chalker
- Action - Randomizer - Choose a player. On that player's next turn, he must make all his card plays randomly (by the person t- his left choosing).
- this card submitted by: David Chalker
- Action - Exchange Players - Choose another player. You and that player lay down your hands in front of you and swap seats, exchanging hands, sets of Keepers, and positions in the play order. That player then finishes the turn.
- this card submitted by: David Chalker
- Action - Get an Action - Look through the draw deck for 30 seconds and take one Action int- your hand after revealing it t- all players. Shuffle the deck afterwards.
- this card submitted by: David Chalker
- Action - Skip Turn - Choose a player. That player loses his or her next turn.
- this card submitted by: David Chalker
- Action - Suspend Rules - Until the beginning of your next turn all players ignore any New Rules involving hand limits, Keeper limits, plays, and draws.
- this card submitted by: David Chalker
[edit] Items Added 01/15/2001:
- Goal - Unwinnable - Replaces current Goal, but cannot be satisfied.
- this card submitted by: Tim Dunn
- Goal - Ooops! - The top tw- discarded Keepers are now what is required t- meet this Goal. Good luck.
- this card submitted by: Tim Dunn
- Keeper - Ignorance - Does not satisfy any Goal, but can be discarded t- ignore the effect of one Action.
- this card submitted by: Tim Dunn
- Keeper - Bliss - Does not satisfy any Goal, but can be discarded t- ignore the effect of one New Rule, for as long as the New Rule is in effect.
- this card submitted by: Tim Dunn
- New Rule - Tw- Goals - Tw- Goals are now in play. Whenever a player plays a new Goal, s/he chooses one of the current ones t- discard. Whomever satisfies either Goal wins. Whomever causes this rule t- be discarded must choose one of the current Goals t- be discarded as well.
- New Rule - Backwards, Reverse, or Reverse Pivot - Play continues in the reverse direction. If this is a two-player game, instead take an extra turn.
- Backwards submitted by: Tim Dunn - Reverse submitted by: Tim Showalter - Reverse Pivot submitted by: David Chalker - Alternately - Time Warp - much like the treasured Reverse in UNO, when this card is played, the player finishes his/her turn and play resumes in the opposite direction. + this card submitted by: Miss Crow ???
- Action - Shift Hands - Everyone pass your hands t- the player t- the right.
- this card submitted by: Tim Dunn
- Action - Shift Keepers - Everyone pass your Keepers t- the player t- the left.
- this card submitted by: Tim Dunn
- New Rule - Draw None -
- this card submitted by: Buddha Buck
[edit] Items Added 01/16/2001:
- Action - Dump the Trash - Shuffle the Discard Pile int- the Draw Pile now, before any other cards are played.
- this card submitted by: David Jackoway
- New Rule - Strategic Reserve - Each player may choose one card from their hand and place it face down beside them.
- This card may be played normally during a player's turn, but it is immune from Hand Limits, Play All, and Actions played by other players such as Trade Hands. - The player may swap their Strategic Reserve card with a card from their hand at any time, except during a play. - When this rule is trashed, the Strategic Reserve card returns t- the player's hand. - this card submitted by: David Jackoway
- Action - Open Meeting - Removes New Rule - Hidden Agenda.
- this card submitted by: Hal Haag
- Action - Lose A Turn - Replaces the card that was in the 1st edition.
- this card submitted by: Hal Haag
- Action - Oh N- You Don't! - Played as an "Instant," it negates a win if played from the hand.
- This card can be played as an "Instant" during anybody's turn. - this card submitted by: Hal Haag wh- borrowed it from June Swords
- Goal - Fluxx Capacitor - The player that has the Keeper "Time" in play, and the Action - "Oh N- You Don't!" (see above) in their hand Wins!!
- this card submitted by: Hal Haag wh- borrowed it from June Swords
- Action - Cat Ass Trophy - (a.k.a. "Trash All Keepers") All players must place all of their Keepers in the discard pile.
- Cat Ass Trophy submitted by: Hal Haag - Trash All Keepers submitted by: Mark Fitzsimmons
- Action - Don't Ask, Don't Tell! - If "Hidden Agenda" and "Government Cover-Up" are in effect, play this card for an instant win.
- this card submitted by: Hal Haag
- New Rule - Time Delay - All new rules take effect one turn after they are played for the player wh- has Time showing.
- this card submitted by: Unknown (please let me know)
- New Rule - Keeper Limit 0 - Need I say more?
- this card submitted by: Unknown (please let me know)
- Action - Start Over - Reshuffle all cards back int- the Draw Pile, re-deal, start over.
- this card submitted by: Unknown (please let me know)
- Action - Cantrip - Discard 1, draw 2
- this card submitted by: Unknown (please let me know)
- Action - Sky's the limit - Discard all Hand and Keeper limits.
- this card submitted by: Unknown (please let me know)
- Action - G- T- Jail Card - must discard hand and all Keepers and draw three new cards
- Can be played on another player/foiled if player has "Get out of Jail Card" in hand. - this card submitted by: Hal Haag (NESFA brainstorming)
- Keeper - Arrow
- this card submitted by: Hal Haag (NESFA brainstorming)
- Keeper - Bird
- this card submitted by: Hal Haag (NESFA brainstorming)
- Keeper - Get out of Jail Card
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Time Flies - The player with Bird and Time wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Dead Pigeons - The player with Death and Bird wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Necrophilia - The player with Love and Death wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Food Poisoning - The player with Death and Cookies wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Couch Potat- - The player with TV and Cookies wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Sunglasses - The player with Eye and Sun wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Godiva - The player with Money and Chocolate wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Mrs. Fields - The player with Money and Cookies wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Chocoholic - The player with Love and Chocolate wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Countdown - The player with Time and Rocket wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Sour Milk - The player with Time and Milk wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Melted Chocolate - The player with Sun and Chocolate wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Rocket Scientist - The player with Brain and Rocket wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Comatose - The player with Death and Brain wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Inevitability - The player with Death and Taxes wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - NASA - The player with Rocket and Money wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - ICBM - The player with Rocket and War wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Vacation - The player with Peace and Time wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Green Cheese - The player with Milk and The Moon wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Tanning - The player with Sun and Love wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Archeology - The player with Pyramid and Time wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Infatuation - The player with Eye and Love wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Death Ray - The player with Eye and Death wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Honeymooners - The player with Love and Moon wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Ancient Alien Visitors - The player with Rocket and Pyramid wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Legg- My Egg- - The player with Eye and Toaster wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- Goal - Cupid - The player with Arrow and Love wins.
- this card submitted by: Hal Haag (NESFA brainstorming)
- The Escalation Rule - Each time you have t- shuffle the Discard Deck int- the Draw Deck the Basic Rules change t- increase both the Draw and the Play numbers by one. S- after the first time the deck is shuffled, if there is n- New Rule in play saying what the Draw/Play is, each player Draws and/or Plays 2 per turn. Otherwise, the New Rule card takes precedence.
- This rule was devised by Keith Baker at Origins '97 and then used by Tucker in the Fluxx Tournaments from then on at Origins. - (Maybe we should call this the "Origins Escalation Rule?")
[edit] Items Added 01/23/2001:
- New Rule - First Card Random or Russian Roulette - The first card you play must be chosen at random from your hand by the player on your left.
- this card submitted by: Dan Isaac - The first card you play must be chosen at random from your hand by the player on your right. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001 - Russian Roulette variation submitted by: Leanne on 04/21/2001
- New Rule - All Cards/Plays Random - Each card you play must be chosen at random from your hand by the player on your left.
- this card submitted by: Dan Isaac
[edit] Items Added 01/24/2001:
- New Rule - Keeper Limit 1 - Standard Keeper Limit, but 1.
- this card submitted by: Greg Filpus
- New Rule - 2=1; 1=2 - Except on this card, any occurence of "1" or "one" on any card shall be treated as "two", and any ocurence of "2" or "two" on any card shall be treated as "one," adjusting nouns t- fit their new plurality status.
- This one has a lot of cards that it would d- weird things to, like Take Another Turn: "Take another turn as soon as you finish these two." - The weird instances can be played as they are, or not. - This card affects the Basic Rules. - this card submitted by: Greg Filpus
[edit] Items Added 01/25/2001:
- Action - End Your Turn NOW - regardless of the number of cards t- be played and ignoring all hand and keeper limits until your next turn or until a new hand or Keeper limit is played.
- this card submitted by: Mark Fitzsimmons (and clarified 01/28/01)
[edit] Items Added 01/26/2001:
- Action - Scramble Hands - like "Scramble Keepers," but d- it with everyone's cards in hand.
- this card submitted by: Mark Fitzsimmons - Alternately - Communist Manifest- - when this card is played, each player gives their hand t- the dealer, wh- shuffles all the hands and deals them out evenly. + this card submitted by: Miss Crow
- Keeper - The Egg
- this card submitted by: Miss Crow
- Goal - Breakfast - The player with Toast and the Egg wins
- this card submitted by: Miss Crow
- Goal - Your Brain, On Drugs - The player with the Brain and the Egg wins.
- this card submitted by: Miss Crow
- Goal - Name Your Own Goal - Each player immediately looks at the keepers s/he has in play and makes a Goal name involving all of them.
- (ex. - the Eye, the Sun, and the Moon has been rendered "I Wear my Sunglasses at Night" while Cookies, the Moon and Love was once "I'd Love t- Moon the Keebler Elves"). - The game ends, and the winner is chosen by group decision. + (This works really well for us, since we don't much care wh- wins, and are always looking for some kind of creative amusement. It may not work well in really competitive groups.) - this card submitted by: Miss Crow
[edit] Items Added 01/30/2001:
- Action - Rush's Thunderbolt - Choose a player t- discard their whole hand and draw three new cards.
- this card submitted by: Joan Wendland
- Action - Ants! - Discard any food Keepers which are face up on the table.
- this card submitted by: Joan Wendland
- Goal - Love and Rockets - The player with Love and Rocket on the table wins.
- this card submitted by: Joan Wendland
- Keeper - Weed
- (this was a special edition card from Looney Labs)
- New Rule - "Weed" bonus - Whoever has the "Weed" Keeper face up on the table may dispose of any or all food Keepers played on their turn.
- this card submitted by: Drop Monolith
- Goal - Food Fight - Tw- or more people must have food items in their keeper stashes. The person with the most food wins.
- this card submitted by: Mark Fitzsimmons
- Action - Take your turn now - Interrupts all other action immediately. Player takes a normal turn out of order. Play resumes where it left off, but with new rules in effect.
- Interrupting player misses next turn when it comes around. - Cannot be played during your turn unless it's the only card you have, in which case it has n- effect. - this card submitted by: Mark Fitzsimmons
- Keeper - Mars, the Red Planet
- this card submitted by: Chris Goodwin
- New Rule - Draw t- 7 - When it is not your turn, you must have 7 cards in your hand.
- If you have less than 7, you must draw t- 7. - If you have more than 7, you must discard down t- 7. - This trashes and is trashed by any Draw and Hand Limit cards. - this card submitted by: Chris Goodwin
- New Rule - Play Counterclockwise - The direction of play now proceeds counterclockwise.
- this card submitted by: Chris Goodwin
- New Rule - Play Clockwise - The direction of play now proceeds clockwise.
- this card submitted by: Chris Goodwin
- Goal - Icehouse, the 100,000 Year Old Game From Mars - The player with Mars and the Pyramid wins.
- this card submitted by: Chris Goodwin
- Goal - War of the Worlds The player with Mars and War wins.
- this card submitted by: Chris Goodwin
- Goal - Mars Expedition The player with Mars and Rocket wins.
- this card submitted by: Chris Goodwin
- Goal - Heavenly Bodies The player with Sun, Moon, and Mars wins.
- this card submitted by: Chris Goodwin
- Goal - Stranger in a Strange Land The player with Mars and Love wins.
- this card submitted by: Chris Goodwin
- Goal - M & Ms The player with Mars and Chocolate wins.
- this card submitted by: Chris Goodwin
- Goal - Time Enough For Love The player with Time and Love wins.
- this card submitted by: Chris Goodwin
- Goal - Blinded By the Light The player with Eye and the Sun wins.
- this card submitted by: Chris Goodwin
- Goal - The Pharaohs The player with Death and the Pyramid wins.
- this card submitted by: Chris Goodwin
- Goal - Time t- Die The player with Time and Death wins.
- this card submitted by: Chris Goodwin
- Goal - Burnt Toast The player with Bread, Toaster and Death wins.
- this card submitted by: Chris Goodwin
- Goal - Mmmmm, Donuts The player with Doughnuts and Love wins.
- this card submitted by: Chris Goodwin
- Goal - D & D The player with Death and Doughnuts wins.
- this card submitted by: Chris Goodwin
- Goal - Eternal Rest The player with Death and Peace wins.
- this card submitted by: Chris Goodwin
- Goal - Inheritance The player with Death and Money wins.
- this card submitted by: Chris Goodwin
- Goal - Fudge Warfare The player with Chocolate and War wins.
- this card submitted by: Chris Goodwin
- Goal - Radiation: Divine Creator The player with Time and War wins.
- this card submitted by: Chris Goodwin
- Goal - The Agony of Defeat The player with War and the Pyramid wins.
- this card submitted by: Chris Goodwin
- Goal - Hard Act t- Follow The player with Death and Cookies wins.
- this card submitted by: Chris Goodwin
- Goal - Evil Victorious The player with Sun and War wins.
- this card submitted by: Chris Goodwin
- Action - Skip A Player - At the end of the current player's turn, play skips the next player in rotation.
- this card submitted by: Chris Goodwin
- Action - Take Cuts - Play this card when it is not your turn. You may take a turn after the current player's turn has ended.
- this card submitted by: Chris Goodwin
- New Rule - Draw X - At the beginning of your turn, or when you play this card, roll a standard 6-sided die. Draw that many cards when it's your turn.
- this card submitted by: Steph
- New Rule - Play X - At the beginning of your turn, or when you play this card, roll a standard 6-sided die. Play that many cards during your turn.
- this card submitted by: Steph
- Keeper - Mail
- this card submitted by: Steph
- Keeper - Computer
- this card submitted by: Steph
- Goal - You've Got Mail - The player with Mail wins.
- this card submitted by: Steph
- Goal - Going Postal - The player with Mail and Death wins.
- this card submitted by: Steph
- Goal - Care Package - The player with Mail and Cookies wins.
- this card submitted by: Steph
- Goal - LOVE LETTER - The player with Love and Mail wins.
- this card submitted by: Steph
- Goal - Tax Refund - - The player with Money and Mail wins, but only if Taxes is not showing anywhere on the table.
- this card submitted by: Steph
- Goal - eMail - The player with Computer and Mail wins.
- this card submitted by: Steph
- Goal - System Crash - The player with Computer and Death wins.
- this card submitted by: Steph
- Goal - War Games - The player with Computer and War wins.
- this card submitted by: Steph
- Goal - TurboTax (tm) - The player with Computer and Taxes wins.
- this card submitted by: Steph
- Goal - Microsoft (tm) - The player with Computer and Money wins.
- this card submitted by: Steph
- Goal - Got Milk? - The player with Milk wins.
- this card submitted by: Steph
- Goal - Time Of Death or "rigor mortis" - The player with Time and Death wins.
- this card submitted by: Steph
- New Rule - Instants = Zer- - While this card is in effect, n- "Instant Effect" cards can be played.
- this card submitted by: Hal Haag (as a result of discussion on the FLUXX Discussion List)
[edit] Items Added 01/31/2001:
- Keeper - Sex
- this card submitted by: Nathan Curtis
- Goal - Pornography - The player with Sex and Television wins.
- this card submitted by: Nathan Curtis
- Goal - Battle of the Sexes - The player with Sex and War wins.
- this card submitted by: Nathan Curtis
- Goal - Voyeurism - The player with Sex and The Eye wins.
- this card submitted by: Nathan Curtis
- Goal - Casual Sex - If nobody has Love on the table, (visible or hidden) then the player with Sex wins.
- this card submitted by: Nathan Curtis
- Goal - Homer Simpson - The player with Doughnuts and Television on the table wins.
- this card submitted by: Nathan Curtis
- Goal - Caffeine Dependency - The player with Coffee and The Brain on the table wins.
- this card submitted by: Nathan Curtis
- Action - Jedi Mind Trick I - Choose a player other than yourself. Make that hand-waving gesture in front of his/her face, then play his/her hand as though it were his/her turn. Then continue with the rest of your turn.
- This one raises issues, such as adhering t- hand limits while your turn is suspended. Since hand limits and I never get along terribly well, I usually decree that they apply t- neither the "Jedi knight" nor his/her victim during the card's effect. - this card submitted by: Nathan Curtis
- Action - Jedi Mind Trick II - Choose a player other than yourself. Saying, "These aren't the Keepers you're looking for," replace one of his/her Keepers with one from the discard pile. If there are n- Keepers in the discard pile, or if nobody has any Keepers on the table other than yourself, d- nothing.
- this card submitted by: Nathan Curtis
- Action - Pass the Buck
- This is essentially identical t- End Your Turn Now. I have always played that hand and Keeper limits must be adhered to, and I think it makes the card all the more useful because of it - if you are holding the goal that will let me win, and you would ordinarily have t- play your entire hand under the rules, you can not only get out of playing the goal this turn, but you may als- get t- discard it! Perhaps this is to- beneficial. - this card submitted by: Nathan Curtis
- Action - Trade All Keepers - Trade all of your keepers with the player of your choice
- this card submitted by: Nathan Curtis
- Action - Tornad- - Discard all Keepers on the table, as well as the current goal(s). Hiding in the basement is optional.
- Similar t- Cat Ass Trophy. - this card submitted by: Nathan Curtis
- Action - Gummi Bears - Choose a player other than yourself. Give them a card from your hand, saying "You're doing a great job." That card goes int- their hand. If you have n- other cards in your hand, d- nothing.
- this card submitted by: Nathan Curtis
- Action - Indigestion - Same as Ants!
- this card submitted by: Nathan Curtis
- New Rule - The Singer's Keeper - Whenever you play a Keeper, you must sing a song about it. You may make one up. If your Keeper is hidden, you must hum. - If you are playing your Keeper hidden, then it is obviously t- your advantage t- make up lyrics t- an unrelated song, and hum that song. There's nothing wrong with humming the melody t- "Here Comes the Sun" while playing Cookies; in fact, such subterfuge is highly recommended. This is actually the card that gets rejected the most from being included in the deck. To- many people just flat-out refuse t- sing.
- New Rule - Story Time - Whenever you play a Keeper, you must tell a story about it, unless it is hidden.
- More people are willing t- play with this rule, but both of these can make the game VERY SLOW, even if stories are restricted t- nanofic length. - Also, having both Story Time and The Singer's Keeper in the deck would be overkill. - this card submitted by: Nathan Curtis
- New Rule - Opposite Day - Switch the draw and play values, and the hand limit and Keeper limit values.
- That is, Draw 3, Play 2, Hand limit 2, n- Keeper limit becomes Draw 2, Play 3, n- hand limit, Keeper limit 2. - The bonuses d- not get switched. + S- if Draw 4, Play 2, and Time Bonus are in play along with this, the player with Taxes showing may draw 2 or 3, and plays 4. + 'Play All' becomes 'Draw 5'. + this card submitted by: Nathan Curtis
[edit] Items Added 02/06/2001:
- Action - "Calvinball" Rule - Player must make up a New Rule or an Action that takes effect immediately.
- Restrictions: + "You can't play it the same way twice in the same game!" + You can't make it a rule that declares someone the winner by name. - this card submitted by: Bill Barksdale
[edit] Items Added 02/19/2001:
- Action - Balance - Each player discards Keepers in play down t- the same number held by the player wh- controls the fewest Keepers.
- The player wh- controls the fewest Keepers does nothing. - Each player then discards the number of cards in their hand in the same way. - The player wh- has the smallest number of cards in their hand does nothing. - this card submitted by: Brian Eick
- Keeper - Time Bomb - The player wh- has this in play may choose t- discard "Time Bomb" and any other Keeper he/she has in play t- force another player t- discard a Keeper he/she has in play.
- This action may only be used during the controllers turn. - this card submitted by: Brian Eick
- Goal - Attack! - The player with "Time Bomb" and "War" on the table wins.
- this card submitted by: Brian Eick
- Goal - Breaking the Treaty - The player with Peace and Time Bomb on the table wins.
- this card submitted by: Brian Eick
- Action - Goal Reset - If there is a goal in play, discard it.
- (optional) This card may be played at anytime. - this card submitted by: Brian Eick
- Action - Recycle, and throw away - without shuffling, replace the trash with the deck and vice versa.
- this card submitted by: Brian Eick
[edit] Items Added 03/18/2001:
- Keeper - You Lose - This Keeper can not be part of any winning Goal. If you have it in play, you can't win, but if you have t- discard it or trash it for any reason, you may instead give it t- someone else. If it ever gets stuck in an infinite loop of existence where n- player can legally have it due t- Keeper Limits etc., then it may be trashed.)
- this card submitted by: Neil Raynar
[edit] Items Added 03/26/2001:
- New Rule - Frenzy - When this card is played, immediately discard an Action card from your hand ont- it (this does not count as a play) - this Action takes effect after the final play of each player's turn as if it were just played by that player.
- If the player playing "Frenzy" does not have an Action card in his hand, the next Action played is placed on the "Frenzy" card instead. - Restrictions: + "Take Another Turn" can not be played on Frenzy. + "Lose A Turn" can not be played on Frenzy. + "Rules Reset" can not be played on Frenzy. + Putting "Scramble Keepers" on Frenzy is considered punishable by death. - this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- Keeper - Antimatter - (n- clue as t- what the graphic could be......)
- this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- New Rule - Anti-Matter Bonus - If a player has the Keeper "Anti-Matter" in play, only that player is affected by rules involving the word "bonus." All other players act as if those rules were not in play.
- this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- Goal - Super Toaster - The player with Anti-Matter and Toaster on the table wins.
- this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- Action - That's The Way (Uh Huh, Uh Huh) I Like It! - Choose any number of New Rules and trash them.
- this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- New Rule - Rhyme Time - At the end of each player's turn, that player must state a rhyming phrase in which all of his Keepers were used. This phrase may be any number of lines as long as the word(s) at the end of each line all rhyme. If a player cannot d- this, he must discard a Keeper and end his turn.
- Restrictions: + This card is negated by "Government Coverup" and "Secret Data." + Not for use in groups of people wh- are easily frustrated. - this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- New Rule - Card Insurance - Any "Hand Limit" or " Keeper Limit" played are immediately discarded without taking effect.
- This does not remove current "Hand Limits" or "Keeper Limits" already in effect. - this card submitted by: Mark "Daigohji" Mascar- via Neil Raynar
- Goal - Time Is On My Side - Player with Time wins if Time Bonus is in play.
- this card submitted by: Ross Andrews
- Goal - Squa Tront - The player with Time and War on the table wins.
- this card submitted by: Ross Andrews
- New Rule - Draw Zer- - N- player gets a draw phase. Discard "Draw Zero" immediately if a player has zer- cards in their hand. If "Draw Zero" is in play, "Play Zero" may not be played. If "Play Zero" is in play, "Draw Zero" may not be played.
- this card submitted by: Ross Andrews
- Keeper - Hope
- this card submitted by: Allen S. Firstenberg
- Action - Abandon all Hope - When played, the player with the Hope Keeper (either visible or hidden) must d- one of the following: Trash a New Rule, Trash one Keeper from any single player, or Trash one card from any single player's hand. If Hope is not played, nothing happens.
- this card submitted by: Allen S. Firstenberg
- Goal - Apoll- Project - The player wh- has both Hope and Rocket OR Hope and Moon wins. If a player has all three cards, they d- not win.
- this card submitted by: Allen S. Firstenberg
- Goal - Death Without Hope - The player wh- has Death and Hope is not in play wins.
- this card submitted by: Allen S. Firstenberg
- Action - Keeper Communism - Choose a Keeper that is currently in play, and place it face up next t- the Goal. Treat this Keeper as if everyone had it. It may be trashed as normal, and counts towards everyone's Keeper Limit. If it is stolen, it belongs exclusively t- the person wh- stole it and the Action goes away.
- this card submitted by: Neil Raynar
- New Rule - X = X + 1 - Any time a number is seen on a card, add one t- that number. For example, Draw Tw- becomes Draw Three. This does affect the basic rules.
- this card submitted by: Neil Raynar
- Action - Minor Miscalculation - Each player discards either his hand or his Keepers, each player's choice.
- this card submitted by: Neil Raynar
- Action - I Don't Think S- - Has n- effect if played as normal. When it is not your turn, a player may discard this t- prevent any Action, New Rule, or Goal from being played. If this card is discarded, that Action, New Rule, or Goal is discarded as well.
- this card submitted by: Neil Raynar
- Action - What Was That Again? - Choose a player. That player must recite exactly what he did on his last turn. If the player can't, choose one of their Keepers and trash it.
- this card submitted by: Neil Raynar
- Action - Deja Vu - Look through the discard pile, Find the Action closest t- the top. Deja Vu has the effect of that Action.
- this card submitted by: Neil Raynar
[edit] Items Added 03/27/2001:
- Keeper - Rock
- this card re-submitted by: Dan Isaac
- Keeper - Paper
- this card re-submitted by: Dan Isaac
- Keeper - Scissors
- this card re-submitted by: Dan Isaac
- Goal - Rock breaks Scissors - If the Scissors Keeper is in play, the player with Rock wins.
- this card re-submitted by: Dan Isaac - If the Scissors Keeper is in play, the player with Rock wins, but not if Paper is on the table. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001 on 03/27/2001
- Goal - Paper covers Rock - If the Rock Keeper is in play, the player with Paper wins.
- this card re-submitted by: Dan Isaac - If the Rock Keeper is in play, the player with Paper wins, but not if Scissors is on the table. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001 on 03/27/2001
- Goal - Scissors cut Paper - If the Paper Keeper is in play, the player with Scissors wins.
- this card re-submitted by: Dan Isaac - If the Paper Keeper is in play, the player with Scissors wins, but not if Rock is on the table. - this variation submitted by: Kenneth Leyhe Sr. on 03/27/2001 on 03/27/2001
- Action - Bad Luck - Name a player. That player chooses to:
Discard all Keepers, OR Discard all cards in hand, OR Lose their next turn. Only the player you name suffers Bad Luck. - this card re-submitted by: Glenn Overby II - Alternately, force the victim t- discard one of each type of card: Keeper, Goal, New Rule, and Action. Or, even worse, the player has t- distribute them int- the other player's hands as evenly as possible starting with the player on their left. - this card submitted by: Brian Newman
- Goal - World War - The player wh- has both The World and War on the table wins, but not if Peace is on the table.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - World Hunger - The player wh- has both The World and Death on the table wins, but not if any food Keepers are on the table.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - Brave New World - The player wh- has both The Rocket and The World on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - Greenhouse Effect - The player wh- has both The Sun and The World on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - World Currency - The player wh- has both Money and The World on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - Pop Tarts - The player wh- has both Doughnuts and The Toaster on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - Chocolate Frosted - The player wh- has both Doughnuts and Chocolate on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- Goal - Heavens and the Earth - The player wh- has The Sun, The Moon, and The World on the table wins.
- this card submitted by: Kenneth Leyhe Sr.
- New Rule - Conspiracy - If a player has at least 2 more keepers in play than anyone else, then that player must subtract 1 from the draw and play limits required for all other players. (i.e. Draw 2 would be Draw 1 for this player, Play 1 would be Play 0.)
- this card submitted by: Kenneth Leyhe Sr.
- New Rule - What a Waste - At the end of the players turn, he/she may discard 2 cards and draw 1, still meeting any hand limit requirements.
- this card submitted by: Kenneth Leyhe Sr.
- Action - New Term - Discard any or all Goals in play.
- this card submitted by: Kenneth Leyhe Sr.
- Action - Spy - Reveal any or all face-down Goals in play.
- this card submitted by: Kenneth Leyhe Sr.
- Action - Infiltration - Reveal any face-down Keepers in play.
- this card submitted by: Kenneth Leyhe Sr.
[edit] Items Added 04/02/2001:
- Keeper - Pinky - (IMAGE: hand with pinky finger emphasized)
- this card submitted by: Andrew J. Petrarca
- Goal - Pinky and the Brain - The player wh- has both Pinky and The Brain on the table wins.
- this card submitted by: Andrew J. Petrarca
- Goal - Pinky Ring - The player wh- has both Doughnuts and Pinky on the table wins.
- this card submitted by: Andrew J. Petrarca
- Keeper - The Storm - (IMAGE: stylized lightning bolt, raindrops, and snowflakes)
- this card submitted by: Andrew J. Petrarca
- Goal - Blitzkrieg - The player wh- has both War and The Storm on the table wins.
- this card submitted by: Andrew J. Petrarca
- Goal - Brainstorm - The player wh- has both The Storm and The Brain on the table wins.
- this card submitted by: Andrew J. Petrarca
- Goal - Stock Up - If The Storm is -visible- in play, the player wh- has both Bread and Milk on the table wins.
- this card submitted by: Andrew J. Petrarca
- New Rule - Play T- Limit - During your turn, play as many cards as necessary t- bring your hand down t- the hand limit, and n- more. If n- hand limit is in effect, play one card.
- this card submitted by: Andrew J. Petrarca
- New Rule - Handoff - You may give t- another player any card that you would otherwise play.
- The other player puts the card int- his or her hand and then complies with the hand limit. - This pertains t- all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- New Rule - Divert t- Trash - You may discard any card that you would otherwise play.
- This pertains t- all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- New Rule - Over and Over - You may place in your hand any card that you would otherwise discard.
- You may not play that card again until everyone else has had another turn. - Discard Play All if it is in effect when this card is played. - This pertains t- all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- New Rule - Hand Me Down - Any card that you would otherwise discard must instead be given t- the player, other than yourself, wh- took the last turn before your current or most recent turn. The other player puts the card int- his or her hand and then complies with the hand limit. If you give one or more cards t- another player at the end of your turn in order t- comply with a hand limit and then receive additional cards before the next turn starts, you must comply with the hand limit again, and the resulting discards are exempt from Hand Me Down.
- This pertains t- all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- New Rule - N Goals - Each new Goal played replaces the oldest Goal on the table.
- This would be actually 3 cards - 2 Goals, 3 Goals and 4 Goals. - this card submitted by: Tim Showalter
- Action - The Munchies - Trash all food-related Keepers in play.
- This is identical t- "Ants." - this card submitted by: Miss Crow
- Action - Power Outage - Trash all machine Keepers in play (i.e., TV, Toaster, Rocket, etc.)
- this card submitted by: Miss Crow
- Action - League of Dynamic Discord - Player may, at his/her option, either trash or steal the Eye and/or the Pyramid, if either Keeperis in play.
- this card submitted by: Miss Crow
- Action - Mad Tea Party - Everyone must pass their entire hand t- the left.
- This is similar t- "Shift Hands" which shifts the hand t- the right. - this card submitted by: Miss Crow
- Goal - Disarmament - If the Rocket Keeper is not in play, the player with Peace wins.
- this card submitted by: Miss Crow
- Goal - "T" Party - The player with 2 or more "T" Keepers (i.e. TV, Toaster, Time, etc.) in play wins. If more than one player has tw- or more "T"s when this goal is played, player with most "T"s wins.
- this card submitted by: Miss Crow
- Goal - Egypt - The player wh- has both The Sun and The Pyramid on the table wins.
- This is identical t- "The Desert." - this card submitted by: Miss Crow
- Goal - New Age - The player wh- has both The Brain and The Pyramid on the table wins.
- this card submitted by: Miss Crow
- New Rule - Play ==> Draw - Player may choose t- Play fewer cards then required by the current Play rule t- allow you t- Draw that many additional cards this turn.
- this card submitted by: Dan Isaac
- New Rule - Draw ==> Play - Player may choose t- draw fewer cards than required by the current Draw rule t- allow you t- Play that many additional cards this turn.
- this card submitted by: Dan Isaac
- New Rule - Draw <=> Play - Player may choose t- draw fewer cards than required by the current Draw rule t- allow you t- Play that many additional cards this turn.
or Player may choose t- Play fewer cards than required by the current Play rule t- allow you t- Draw that many additional cards this turn. - this card submitted by: Dan Isaac (thanks for the HTML reminder)
- New Rule - Play/Draw Reversal - The order of play is now reversed, instead of Draw, then Play it is Play, then Draw.
- this card submitted by: R. C. Atwood
- New Rule - Temporary Keeper Limit [X] - (Note: [X] would be a number from 0 - 4 or more) When it is not your turn, you may only have [X] Keepers in play. If you have more then this number, return the extras t- your hand.
- This class of rules would be considered contradictory t- the standard Keeper Limit Cards and vise-versa. Yet they could be playable in a standalone expansion just fine. Actually, with a Hand Limit als- in play, these cards would degrade down t- the standard Keeper Limits. - this card submitted by: Dan Isaac
- New Rule - Rule Limit [X] - (Note: [X] would be a number from 1 - 5 or more) At the end of your turn, if there are more than [X] New Rules in play, remove the extra Rules from play. (Place in Discard pile.) Current player chooses which Rules t- get rid of.
- this card submitted by: Dan Isaac
- Action - Trash Rule Limit
- this card submitted by: Dan Isaac
- "Flyer" cards -- one of each kind of card: Action, Keeper, Goal, and New Rule. Player chooses which direction the Flyer is passed.
- When the Flyer is in front of a player, that player can use whatever it is (Action, Keeper, Goal, New Rule) as if it had been played (Goal would temporarily supercede an existing goal). If there's a limit in force, the Flyer would count against the limit (s- an Action Flyer would count against a player's Hand Limit; a Keeper Flyer would count against a player's Keeper Limit). - If the Flyer is going left, then at the end of the turn, the player picks up the Flyer and puts it in front of the player t- the left (in which case it will keep moving around the table with each player's turn). - If the Flyer is going right, then the player will move it t- the player t- the right (in which case it moves every (number of players - 1) turns). - this card submitted by: Brian Newman
- Action - Cut and Play It - Cut the draw deck, then play the card on the bottom of the portion you picked up. If there is only one card in the draw deck, play that one.
- This card, and all cards played because of it, are counted as a single play. - this card submitted by: Chris Goodwin
- New Rule - Backup Copy - When this card is played, place it under a Keeper, Goal, or New Rule already in play. Keep Backup Copy under the backed-up card as long as both remain in play.
- When the backed-up card is removed from play, Backup Copy takes its place out of play, and the backed-up card is returned t- its place in play as if it were just being played then for the first time. - The Backup Copy has n- effect on the game, nor is affected directly by the game, once played. It does not, for the purpose of goals and limits, count as a Keeper, Goal, or New Rule. The only way t- affect the Backup Copy is t- affect the card it is backing up. + Specifically, if it is played on a Keeper: It does not count towards a Keeper Limit; if you have Love and Peace, with Backup Copy played on Peace, a Keeper Limit of 2 would not force you t- discard anything. It does not count towards the "5 Keepers" Goal. If you have Death, Taxes, Bread, and the Toaster, with Death backed up when the "5 Keepers" goal is played, you d- not win. Likewise, it does not count for or against the "Keeper Shortage" goal. If a card is played that can change the ownership of a Keeper, such as Shuffle Keepers, the Backup Copy remains on the same Keeper, regardless of new owner. - this card submitted by: Buddha Buck - An alternate suggested by Andrew J. Petrarca is t- have Backup Copy vulnerable t- anything affecting New Rules. - In the case where Scramble Keepers is played, having the backup card would allow you t- keep the 1 Keeper in your stash (avoiding the scramble) while all the rest of the Keepers are scrambled, but the backup is now used and discarded. + I think of the backup copy card as like putting a nail through a card already on the table. The next card that is played that would otherwise move the backed-up card t- another location or hand on the table (either discard or another's Keeper stash or hand) would instead cause the nail t- be pulled out, nothing more. The card stays where it is, n- longer backed up. In my mind, it's an action that is delayed, triggered by some other event. - this card situation interpretation submitted by: Mark Fitzsimmons
- Action - Electromagnetic Pulse - When this Action is played, if Backup Copy is in play, trash both the Backup Copy and the card it is backing up.
- this card submitted by: Greg Legowski
[edit] Items Added 04/03/2001:
- Action - Zap a Card - Pick up any Goal, Keeper, or New Rule in play and add it t- your hand.
- (I'm sorry, I screwed up - wh- submitted this one?)
- Another Version of the New Rule - Backup Copy - When this New Rule is played, pick an existing New Rule card. Move the target New Rule card t- the side of the playing area, and replace it with the Backup Copy. Backup Copy now functions as that New Rule, and the original is considered "out of play." When the Backup Copy of that New Rule is trashed play for any reason, the original comes back int- play as if it were newly played. If there are n- New Rules in play, Backup Copy goes directly t- the Trash when played.
So, here's 2 examples of what this means: + The New Rule Play All is in play. I love that card, s- I decide t- make a Backup Copy of it. Play All is moved t- the side, and Backup Copy now functions as Play All. My friend Andrea, wh- hates Play All, tosses down Play 2. Play 2 replaces the Backup Copy of Play All, which goes t- the Trash. Now Play All comes back int- play as if it were newly played, s- it replaces Play 2. Gee, sorry Andi ;-) + The New Rule Draw 3 is in play. A Backup Copy is made. Rules Reset is played. All New Rules g- t- the trash, including the Backup Copy of Draw 3. Now the original Draw 3 comes int- play as if it were a newly played card. The rules are now Draw 3, Play 1, regardless of what they were before the Rules Reset. - this card submitted by: Greg Legowski - This has been criticized because it separates the Backup Copy from the Rule it duplicates.
- Action - Backup Keeper - Place this card under a Keeper already in play. When that Keeper would be sent t- the trash for any reason, remove the Backup Keeper, and treat the Keeper as if it were newly played. If there are n- Keepers on the table when this Action is played, then this card simply goes t- the trash.
- this card submitted by: Greg Legowski (modified t- remove tokens)
- Action - Backup Rule - Place this card under a New Rule already in play. When that New Rule would be sent t- the trash for any reason, remove the Backup Rule, and treat the New Rule as if it were newly played. If there are n- New Rules on the table when this Action is played, then this card simply goes t- the trash.
- this card submitted by: Greg Legowski (modified t- remove tokens)
- Action - Backup Goal - Place this card under the current Goal. When the Goal would be sent t- the trash for any reason, remove the Backup Goal, and treat the Goal as if it were newly played. If there is n- Goal on the table when this Action is played, then this card simply goes t- the trash.
- this card submitted by: Greg Legowski (modified t- remove tokens)
- Action - Backup Copy - When Backup Copy is played, choose a New Rule, Keeper, or Goal in play and place Backup Copy underneath that card. At this point Backup Copy is considered t- n- longer be in play, but remains under the chosen card until that card leaves the table. (If there are n- cards of the allowable target types in play, Backup Copy is placed in the discard pile.)
If the chosen card leaves play for any reason, Backup Copy becomes an Action which is immediately played t- take the chosen card from the discard pile, and play it back under the control of the player wh- last owned it. (If the chosen card is not in the discard pile when Backup Copy is revealed, the Backup Copy goes t- the discard pile.) - On a Keeper Stealing a Keeper would transfer both the Keeper and the Backup Copy t- the new owner. Trashing a Keeper would reveal the Backup which would bring the Keeper back t- play under it's most recent owners possession. Zapping the Keeper t- your hand would force the Backup Copy t- g- away without restoring anything. - On a New Rule Rules Reset would not destroy the Backup Copy, and therefore the New Rule that was Backed-Up would come back. Zapping the New Rule t- your hand would force the Backup Copy t- g- away without restoring anything. - On a Goal A new Goal card would replace the original card, triggering the Backup Copy t- replay the old Goal. Zapping the Goal t- your hand would force the Backup Copy t- g- away without restoring anything.
As this is only a single card in the deck, I d- not think that it would be to- powerful, and am therefore not concerned with making it a New Rule which can be destroyed with a Rules Reset or Trash a Rule (or Rule Limit [X]). Als- by creating three versions of the card (one for each card Type) I think you would be adding to- many copies of this type of card t- the deck, increasing the number of times it comes up and is played. I am not concerned with having an Action which does not g- directly t- the discard pile, as this card says that it will be considered out of play until it is revealed again. This version of the card requires n- tokens, and leaves the card around s- you can check the wording as needed, and t- keep track of which card it is tied to. Anyone wh- walked int- the middle of a game with this card in play could read it, and know what was going on. As this card is an Action card (let alone the fact that while it is backing something up it is considered t- be out of play) it does not count as any other type of card, and is therefore not affected by the Keeper Limits, Rules Reset, etc. As a note, I d- not consider "out of play" t- be the same as in the discard pile. I consider "out of play" t- mean that it goes t- some bubble in the time-space continuum, and ceases t- exist as far as the game is concerned. Of course other game events could rupture that bubble and bring it back int- play. Something is "in play" if it is on the table. It is "removed from play" by taking it from the table, and placing it either in the discard pile or int- this "out of play" bubble based on the card doing the removing. - this version of Backup Copy (and philosophy) submitted by: Dan Isaac
- Goal - Kobayashi Maru - N- player can win while this rule is in play.
- this card submitted by: Kevin Fox
[edit] Items Added 04/07/2001:
- Keeper - The Runner
- this card submitted by: Sean Bradley
- Goal - Arms Race - The player wh- has both The Runner and The Rocket on the table wins.
- this card submitted by: Sean Bradley
Items Added 04/21/2001:
If you are playing with a set of cards which may allow the possibility of a no-win situation (eg reverse draw/play and hand limit 0) you might wish the following:
- Keeper - Insurance
+ Special feature: If you can convince everyone that it is impossible for anyone t- ever win with the current set-up, you win! You may need the combined skills of a lawyer and a mathematician ...
+ Precedent: the suggested 'You lose' or 'Spider' keeper has the power t- make you fail t- win, s- why not a keeper that makes you win?
+ this card submitted by: R C Atwood
- Goal - Illegality - If nobody can make any legal play, whoever's turn just finished wins!
+ this card submitted by: R C Atwood
- Goal - Conundrum - If you can convince all your opponents that n- amount of further play will ever let anyone (else) win, you win!
+ this card submitted by: R C Atwood
- Action - Lawyer - You are now able t- argue that black is white. Trade one of your keepers in play for a different keeper in the discard. If you have n- keepers in play or there are n- keepers in the discard then this card has n- effect and you d- not collect your fee.
+ this card submitted by: R C Atwood
- New Rule - Tar Beating - If any player plays a card that makes it impossible for anyone t- win, the other players have the option of beating the tar out of that player. Unless any player has Peace displayed on the table.
+ this card submitted by: Elliott C. Evans
- Goal - Looney Labs - The player wh- has both Andy Looney (a Keeper suggested somewhere else which is an autographed blank card) and The Pyramid on the table wins.
- this card submitted by: Harold Stein
- Goal - Emperor of da Universe - The player wh- has both Andy Looney (a Keeper suggested somewhere else which is an autographed blank card) and The World or The Sun on the table wins.
- this card submitted by: R C Atwood
- Goal - Andy and Outer Space - The player wh- has both Andy Looney (a Keeper suggested somewhere else which is an autographed blank card) and The Rocketship on the table wins.
- this card submitted by: R C Atwood
- Goal - Cooking with the Emperor - The player wh- has both Andy Looney (a Keeper suggested somewhere else which is an autographed blank card) and some food type Keeper on the table wins.
- this card submitted by: R C Atwood
- Goal - Flamewar - The player wh- has both Fire and War on the table wins.
- this card submitted by: Ross Andrews
- Goal - Toast - The player wh- has both Fire and Bread on the table wins.
- this card submitted by: Ross Andrews
- Goal - Money t- burn - The player wh- has both Fire and Money on the table wins.
- this card submitted by: Ross Andrews
- Goal - Peacefire - The player wh- has both Fire and Peace on the table wins.
- (peacefire.org is a site that speaks out against net censorship) - this card submitted by: Ross Andrews
- Goal - Fiery Death - The player wh- has both Fire and Death on the table wins.
- this card submitted by: Ross Andrews
- Goal - Launch - The player wh- has both Fire and The Rocket on the table wins.
- this card submitted by: Ross Andrews
- Goal - Solar Flare - The player wh- has both Fire and The Sun on the table wins.
- this card submitted by: Ross Andrews
- Keeper - Muskrat
- this card submitted by: Rolfe Bergstrom
- Keeper - The Ankh
- this card submitted by: Rolfe Bergstrom
- Keeper - Hamster
- this card submitted by: Rolfe Bergstrom
- Goal - Dork Tower - The player wh- has both Muskrat and The Anhk on the table wins.
- this card submitted by: Rolfe Bergstrom
- Goal - Perky Goth - The player wh- has both Love and The Anhk on the table wins.
- this card submitted by: Rolfe Bergstrom
- Goal - Egyptology - The player wh- has both The Pyramid and The Anhk on the table wins.
- this card submitted by: Rolfe Bergstrom
- Goal - The Rodents - The player wh- has both Muskrat and Hamster on the table wins.
- this card submitted by: Rolfe Bergstrom
- Goal - WarHamster 40k - The player wh- has both The Hamster and War on the table wins.
- this card submitted by: Rolfe Bergstrom
- Keeper - Nanofiction Introductors - 23 word story introductions.
- this card submitted by: Allen S. Firstenberg (clarified by Dan Isaac)
- Keeper - Nanofiction Concluders - the final 22 words t- a story.
- this card submitted by: Allen S. Firstenberg (clarified by Dan Isaac)
- Goal - Nanofiction Story Title - There could be goals which put together tw- Nanofiction Keepers (Nanofiction Introductors and Nanofiction Concluders) in such a way that a story is created.
- Multiple Concluders could be used for the same Introductor t- create multiple goals. (and of course vice-versa) - Each of these types of Keepers would als- need t- have a partial name given t- it. - this card submitted by: Dan Isaac
- Action - Zap a Random - Trash either of the Random New Rule cards.
- this card submitted by: Leanne
[edit] Items Added 04/22/2001:
- Keeper - The Microchip
- this card submitted by: Joe Vasele
- Keeper - The Telephone
- this card submitted by: Joe Vasele
- New Rule - Hackers! - If someone has both The Microchip and The Telephone out in front of them, he may hide or unhide any Keeper on his turn. Doing this does not count as a play.
- this card submitted by: Joe Vasele
- Goal - The Internet - The player wh- has both The Microchip and The Telephone on the table wins.
- this card submitted by: Joe Vasele
- Goal - WebTV - The player wh- has both The Microchip, The Telephone and The TV on the table wins.
- this card submitted by: Joe Vasele
- New Rule - Parental Controls - If someone has both The Microchip and The TV, they must, at the end of their turn, trash either War or Death. War or Death may not be trashed if they belong t- another player.
- this card submitted by: Joe Vasele - Mickey Knox suggests that instead of trashing War and Death, force them t- be hidden, as these things will always exist even if we try t- protect the children from them.- 04/24/2001
- Keeper - The Black Hole - At the end of the turn of whoever has this Keeper in play, must trash all Keepers other than this one.
- In Hal Haag's opinion, this Keeper should not have any extra text on it, but there should be a bonus giving this extra power t- the card. - this card submitted by: Joe Vasele
- Keeper - The Baseball
- this card submitted by: Joe Vasele
- New Rule - Play Ball! - If someone has The Baseball in their hand, on their turn, they must play it. It does not count as a play. At the end of the turn of a person wh- has The Baseball in front of them, they must put it in front of another player.
- this card submitted by: Joe Vasele
- Action - Scavenger Hunt - Randomly distribute the cards in the discard pile between all of the players' hands.
- this card submitted by: Joe Vasele
- Goal - That Ball Is Gone! - Whoever causes The Baseball t- be trashed wins. If The Baseball is already in the discard pile when this is played, the player must remove it from the discard pile and put it int- play in their Keeper stash.
- this card submitted by: Joe Vasele
- Keeper - The VCR
- this card submitted by: Joe Vasele
- Action - Taping - If n- new rule or goal in play specifically mentions The TV, search through the draw pile for The VCR and immediately play it (which doesn't count as a play). Then shuffle the draw pile.
- this card submitted by: Joe Vasele
- Keeper - The Pen - When you play this, you may play a new rule or goal as well, not counting as a play.
- In Hal Haag's opinion, this Keeper should not have any extra text on it, but there should be a bonus giving this extra power t- the card. - this card submitted by: Joe Vasele
- Keeper - The CD
- this card submitted by: Joe Vasele
- Goal - DVD - The player wh- has both The VCR and The CD on the table wins.
- this card submitted by: Joe Vasele
- Goal - Home Theater - The player wh- has The VCR, The CD, and The TV on the table wins.
- this card submitted by: Joe Vasele
- New Rule - Mimic - Whenever a player plays an action, instead of it going int- the trash, it goes t- a random player's hand.
- In Hal Haag's opinion, a method should be provided t- determine the identity of the "random player" mentioned above. - this card submitted by: Joe Vasele
- Keeper - The Eraser - If someone has this out in front of them, he may return a Keeper in front of him t- his hand on his turn as a play.
- In Hal Haag's opinion, this Keeper should not have any extra text on it, but there should be a bonus giving this extra power t- the card. - this card submitted by: Joe Vasele
- Goal - The Pencil - The player wh- has both The Pen and The Eraser on the table wins.
- this card submitted by: Joe Vasele
- Keeper - The Car
- this card submitted by: Joe Vasele
- Keeper - The Dog
- this card submitted by: Joe Vasele
- Goal - The Dog in the Car - The player wh- has both The Car and The Dog on the table wins.
- this card submitted by: Joe Vasele
- New Rule - Stray Dog - If The Dog is in play, at the beginning of a player's turn, he must take the dog and put it in play in front of him.
- this card submitted by: Joe Vasele
- Action - Destroy Hand - A player of your choice must discard his entire hand.
- this card submitted by: Joe Vasele
- Keeper - The Lock - N- one can win while this is in play.
- this card submitted by: Joe Vasele
- New Rule - The Big Bang - When this is played, randomly distribute the draw pile between the players. Draw 0 cards at the beginning of your turn.
- this card submitted by: Joe Vasele
- Action - The Big Crunch - Put all cards not in the draw pile in the draw pile and Shuffle them all together as the new draw pile.
- this card submitted by: Joe Vasele
- Action - Vortex - Put all Keepers, New Rules, and Goals (in play) at the bottom of the draw pile. If Reverse Deal is in play, put them at the top instead.
- this card submitted by: Joe Vasele
- New Rule - Recycling - Whenever a card is supposed t- g- in the discard pile, put it at the bottom of the draw pile instead. If Reverse Deal is in play, put them at the top instead.
- this card submitted by: Joe Vasele
- New Rule - Reverse Deal - Draw cards from the bottom of the draw pile instead of the top.
- this card submitted by: Joe Vasele
- Action - Trade All Keepers - Trade all Keepers with another player (the players need not have the same number of Keepers).
- this card submitted by: Joe Vasele
[edit] Items Added 04/23/2001:
- Keeper - Pot - When you play Pot, if you have Doughnuts in play, you may discard Doughnuts t- search the deck for Television and play it. At the end of your turn, pass Pot t- the player t- your left. If the same player controls both Pot and The Brain, The Brain must be discarded.
- Note t- other designers: n- Goal may ever involve Pot....pot and ambition don't g- together ;) - Andrew Looney comment: "I reject this. Some of the most ambitious people I know are stoners, s- if you asked me, the whole amotivation thing is a myth and I don't care t- see it perpetuated. Besides, it's moot because a goal involving pot already exists. It's one of the secret expansion cards, "Weed" and "Special Brownies". (Oops, did I just admit t- the existence of those?) - this card submitted by: Mickey Knox
[edit] Items Added 04/24/2001:
- Goal - Necrophilia - The player wh- has both Sex and Death on the table wins.
- this card submitted by: Michael Dehls
- Goal - Prostitution - The player wh- has both Sex and Money on the table wins.
- this card submitted by: Michael Dehls
- Goal - Crumbs in Bed - The player wh- has both Sex and Cookies on the table wins.
- this card submitted by: Michael Dehls
- Goal - N- Time for Sex - The player wh- has Sex and Time is not on the table wins.
- this card submitted by: Michael Dehls
- Goal - Nymphomaniac - The player wh- has Sex on the table wins. It must be the only keeper in play for that player.
- this card submitted by: Michael Dehls
- Goal - Sick Thoughts - The player wh- has both Doughnuts and The Rocket on the table wins.
- this card submitted by: Michael Dehls
- Goal - N- sex for YOU! - If Sex ends up in the discard pile, whoever caused it t- g- there wins.
- Would need a picture of a sad smiley face with a tear coming out of it's eye for maximum humour value. - this card submitted by: Michael Dehls
- Action - Sex Maniac - If Sex is in the discard pile, or someone else controls Sex, take it and place it under your control. Otherwise, search the Draw pile for Sex. If it is still not found, whoever has Sex in their hand must give it t- you, and you may place it down as a free play.
- this card submitted by: Michael Dehls
- Goal - Dogs Don't D- Drugs - The player wh- has Dog and Pot is not on the table wins.
- this card submitted by: Michael Dehls
- Goal - Dr. Evil - The player wh- has both Pinky and The World on the table wins.
- This could have a picture of him doing the pinky smirk, with the world in the background. - this card submitted by: Michael Dehls
- Goal - One-Minute Egg - The player wh- has both Time and The Egg on the table wins.
- this card submitted by: Michael Dehls
- Goal - Hamster Dance - The player wh- has both Hamster and The Runner on the table wins.
- this card submitted by: Michael Dehls
- Goal - Calm Before The Storm - The player wh- has both Peace and The Storm on the table wins.
- this card submitted by: Michael Dehls
- Goal - I AM A SEX MACHINE! - The player wh- has both Sex and The Robot on the table wins.
- this card submitted by: Michael Dehls
- Goal - Evil Robots from Mars - The player wh- has both The Robot and Mars, the Red Planet on the table wins.
- this card submitted by: Michael Dehls
- Goal - Paper Crane - The player wh- has both Paper and Bird on the table wins.
- this card submitted by: Michael Dehls
- Goal - Don't Run with Scissors! - The player wh- has Scissors and Runner is not on the table wins.
- this card submitted by: Michael Dehls
- Goal - Car Bomb - The player wh- has both Car and Time Bomb on the table wins.
- this card submitted by: Michael Dehls
- New Rule - Pot Bonus - [standard text...] The player wh- has pot showing is only required t- play one card, and may stop at any point after that.
- this card submitted by: Mickey Knox
- New Rule - [alternate] Money Bonus - [standard text...] The player wh- has Money showing may choose (immediately after drawing cards) t- swap Money for any other visible keeper except Love, instead of playing cards that turn.
- this card submitted by: Mickey Knox
- New Rule - Censorship - (standard text here) Love, War, and Death must be hidden.
- this card submitted by: Mickey Knox
- Keeper - Laser Pointer - (standard text) When you play Laser Pointer, if The Eye is showing, trash The Eye. The Eye may not be played while Laser Pointer is showing.
- this card submitted by: Mickey Knox
- Action - Nasty Turpentine Spill - (standard text) Each player flips one card from the top of the deck ont- the playing surface from a height of at least three feet. (card must turn over at least once) These cards are trashed, and all Keepers, Goals, or New Rules they touched are removed from the game completely. Als- remove Nasty Turpentine Spill from the game after use.
- this card submitted by: Mickey Knox
- New Rule - Draw Cycle - (standard text; this does contradict draw 2, 3, 4, or 5) At the beginning of your turn, place your hand on the bottom of the draw pile and draw as many cards as you had, plus one.
- this card submitted by: Mickey Knox
- Keeper - Booze - (standard text) While you have Booze, you may only play one card a turn, and it must be played at random.
- this card submitted by: Mickey Knox
- Keeper - Fork - (standard text)
- this card submitted by: Mickey Knox
- Keeper - LSD - (standard text) May be used in place of Peace or Love in the Hippyism goal.
- this card submitted by: Mickey Knox
- Keeper - Toxic Waste - (standard text) While Toxic Waste is showing, at the end of your turn, discard a card. If Toxic Waste is in the trash, each player discards a card at the end of his turn.
- this card submitted by: Mickey Knox
- Keeper - The Volcan- - (standard text) At the beginning of your turn, put the top card of the deck under The Volcano, face down. When The Volcan- has five cards under it, put all five in the Trash, and each player chooses and trashes one of his Keepers.
- this card submitted by: Mickey Knox
- Goal - Doomsday Machine - The player wh- controls at least one Keeper from each column (A, B, and C) wins the game. If this would cause tw- or more players t- win at once, instead trash all Keepers and continue play. Column A: The Volcano, The Pyramid, The Moon. Column B: The Toaster, The Fork, Television. Column C: The Rocket, Toxic Waste, Laser Pointer.
- this card submitted by: Mickey Knox
- Goal - College - The player wh- has both Pot and Booze on the table wins.
- this card submitted by: Mickey Knox
- Goal - All Your Base Are Belong t- Us - (standard text) If a player controls at least three Keepers, and n- other player controls any Keepers, that player wins the game.
- this card submitted by: Mickey Knox
- Keeper - [alternate] The Eye - [standard text here] If the Sun is showing, you may play one less card this turn and trash the Eye t- search the deck for The Brain and play it.
- this card submitted by: Mickey Knox
- New Rule - A Mind is a Terrible Thing t- Waste - If The Brain is in the trash when you play A Mind is a Terrible Thing t- Waste, shuffle it back int- the deck . If at any time The Brain is put in the trash, shuffle it back int- the deck.
- this card submitted by: Mickey Knox
- Action - And this, too, shall pass.... - (standard text) The owner of Time trashes one Keeper. If Time Bonus is in effect, the owner of Time may trash another Keeper. Time cannot be trashed in this way.
- this card submitted by: Ross Andrews
- Keeper - Cake
- this card submitted by: Chris Goodwin
- Keeper - Ice Cream
- this card submitted by: Chris Goodwin
- Keeper - Ice CreamHeat
- Hot submitted by: Chris Goodwin - Heat submitted by: Joe Vasele
- Goal - Happy Birthday! - The player with Cake and Ice Cream wins.
- this card submitted by: Chris Goodwin
- Goal - Milkshake - The player with Milk and Ice Cream wins.
- this card submitted by: Chris Goodwin
- Goal - Chocolate Ice Cream - The player with Chocolate and Ice Cream wins.
- this card submitted by: Chris Goodwin
- Goal - Cookies 'n Cream - The player with Cookies and Ice Cream wins.
- this card submitted by: Chris Goodwin
- Goal - Mocha - The player with Coffee and Chocolate wins.
- this card submitted by: Chris Goodwin
- Goal - Hot Chocolate - The player with Heat and Chocolate wins.
- this card submitted by: Chris Goodwin
- Goal - Hot Coffee - The player with Heat and Coffee wins.
- this card submitted by: Chris Goodwin
- Goal - Sun Stroke - The player with Heat and Sun wins.
- this card submitted by: Chris Goodwin
- Goal - Krispy Kreme - The player with Heat and Doughnuts wins.
- this card submitted by: Chris Goodwin
- Goal - Fresh Cookies! - The player with Heat and Cookies wins.
- this card submitted by: Chris Goodwin
- Goal - Chocolate Cake - The player with Chocolate and Cake wins.
- this card submitted by: Chris Goodwin
- Keeper - Potato
- this card submitted by: Michael Dehls
- Goal - Hot Potat- - The player with Heat and Potat- wins.
- this card submitted by: Michael Dehls
- Goal - Dude, I'm STONED! - The player with Weed and Rock wins.
- this card submitted by: Michael Dehls
- Keeper - Edith
- this card submitted by: Matthew T. Karafa
- Goal - You can't have your Cake and Edith too.... - The player with Cake and Edith is not showing anywhere wins.
- this card submitted by: Matthew T. Karafa
- Goal - Firewall - The player with Fire and Computer wins.
- this card submitted by: Harold Stein
- Goal - Just Desserts - The player with Fire and Computer wins. It would be illustrated by a computer flambe.
- this card submitted by: Dale Newfield
- Goal - Rock-N-Roll - The player with Rock and Bread wins.
- this card submitted by: Dan Isaac
- Action - Bad Cop, N- Doughnut! - (standard text) � Trash the Doughnut Keeper if it is showing on the table
- this card submitted by: Steph
[edit] Items Added 05/23/2001:
- Keeper - Fnord
- this card submitted by: Chris Goodwin
- Goal - Illuminati - The player with Fnord and the Pyramid wins.
- this card submitted by: Chris Goodwin
- Alternate Goal - Illuminati - The player with at least tw- of the following wins: Fnord, Pyramid, and the Eye.
- this card submitted by: Mickey Knox
- Keeper - 42
- this card submitted by: Harold Stein
- Keeper - The Book
- this card submitted by: Harold Stein
- Goal - Hitch Hiker's Guide t- the Galaxy - The player with The Book and 42 wins.
- this card submitted by: Harold Stein
- Keeper - Your Towel
- this card submitted by: Leigh Collins
- Goal - The Great Question (of life, the universe and everything) - The player with The Book and Your Towel wins.
- this card submitted by: Leigh Collins
[edit] Items Added 08/07/2002:
- New Rule - Public Records - All players play with their hands face up in front of them on the table.
- this card submitted by: James Searles
- New Rule - Public Records - All players place one card from their hand facue up in front of them. This card may be exchanged with any other card from the player's hand at any time.
- this card submitted by: James Searles
- Keeper - The Number One
- this card submitted by: James Searles
- Goal - One Is The Loneliest Number - The player with The Number One in play wins, if (and only if) there are n- other keepers in play.
- this card submitted by: James Searles
- Goal - Once Upon A Time - The player with The Number One and Time in play wins.
- this card submitted by: James Searles
- Action - New Game - (standard text) � Remove this card from the game. All New Rules become permanent rules and cannot be discarded. PLace them face up near the Basic Rules. Collect all other cards in play and shuffle them together. Deal three cards t- each player, discard t- any hand limit in force, then start a new game with the player whose turn would have been next.
- this card submitted by: James Searles
- New Rule - Secret Society - If a new person wants t- join the game, all players must vote. The new person may join the game if the vote is a unanimous "YES."
- this card submitted by: James Searles (inspired by Hal Haag's "G- Away" card
- New Rule - G- Away - N- new player may join this game.
- this card submitted by: Hal Haag (named by James Searles)
- Goal - Bankrupt - If one player has n- cards in hand and n- Keepers, and all other players have both cards in hand and keepers, then the player with n- cards in hand and n- Keepers wins.
- this card submitted by: Phil Brady
- New Rule - Basic FLUXX - Any card that is not part of the original game (except this one) is illegal. Discard all illegal cards. If you draw an illegal card, discard it and draw again t- replace it.
- this card submitted by: Phil Brady
- New Rule - FLUXX Lite - Any card that is not part of FLUXX Lite (except for this one) is illegal and cannot be played. If you have illegal gcards in your hand, immediately discard them and draw the same number of cars as replacements. If you draw an illegal card, immediately discard it and draw again t- replace it. Discard any illegal New Rules, Keepers, or Goals in play.
- this card submitted by: Phil Brady
- New Rule - Double For Nothing - If you have n- Keepers, you may steal a Keeper from another player and add it t- your collection when you play a Keeper. (This card was inspired from looking at a mancala game.)
- this card submitted by: Phil Brady
- Action - Scramble 1 Card - (standard text) - Everyone that can, puts one card face down in a pile. Shuffle them, then deal one card t- each player that contributed t- the pile. You can't get something for nothing.
- this card submitted by: Phil Brady
- Action - Open Trading - (standard text) - Everyone shows one card from their hand. Trade shown cards with the player of your choice. After the trade, all players put their cards back int- their hands.
- this card submitted by: Phil Brady
- Keeper - The Government
- this card submitted by: Joe Vasele
- New Rule - Alternate Tax Bonus - At the end of each turn, if The Government, Taxes, and Money are all in play, give Money t- the player with The Government.
- this card submitted by: Joe Vasele
- Keeper - The Cartoonist
- this card submitted by: Joe Vasele
- Goal - Uncle Sam - The player with The Government and The Cartoonist in play wins.
- this card submitted by: Joe Vasele
- Goal - Political Cartoons - The player with The Cartoonist in play wins as long as some other player has The Government in play.
- this card submitted by: Joe Vasele
- Keeper - Protesters
- this card submitted by: Joe Vasele
- Goal - Anti-War Protests - The player with Protesters in play wins as long as War is not in play.
- this card submitted by: Joe Vasele
- Goal - Alternate Anti-War Protests - The player with Protesters and Peace in play wins.
- this card submitted by: Joe Vasele
- Goal - Anarchists - The player with Protesters in play wins as long as The Government is not in play.
- this card submitted by: Joe Vasele
- Action - Totalitarianism - (standard text) - Trash Protesters.
- this card submitted by: Joe Vasele
- New Rule - Coffee Bonus - The player that has the Keeper Coffee, may draw and play twice the "normal" amount.
- this card submitted by: Joe Vasele
- New Rule - Next Block - Turn the draw pile over and draw from the now face up top card s- that everybody can see what the next card is.
- (If Reverse Deal is out, draw from the top - that is, the bottom of the overturned deck.) - this card submitted by: Joe Vasele
- New Rule - Pick A Card, Any Card - Spread out the draw pile. Whenever you draw cards, take them from any point in the draw pile. Whenever you return cards t- the draw pile, put it anywhere in draw pile.
- (Yes, this does contradict Next Block.) - this card submitted by: Joe Vasele
- Action - Recycle - (standard text) - Swap the draw and discard piles.
- this card submitted by: Joe Vasele
- Keeper - Scrabble Letters
- this card submitted by: Joe Vasele
- Goal - What Is Six Times Seven - The player with 42 and Scrabble Letters in play wins.
- this card submitted by: Joe Vasele
- Action - Revelation - (standard text) - Trash the Hand Limit and Keeper limit. Deal out the Draw pile evenly between all of the player's hands, with the leftover cards going t- the trash pile.
- this card submitted by: Joe Vasele
- New Rule - Total Limit X (where X = 0, 1, 2, 3, etc.) - At the end of a turn, if player has more than the total of cards in hand plus Keepers, that player must discard cards or trash Keepers until the total of cards in hand plus Keepers is equal t- X.
- this card submitted by: Joe Vasele
- New Rule - Work For Money - Whenever you play an Action, put it in front of you with your Keepers. These expended Action cards count as though they were still in your hand, but they cannot be played again. Also, if you d- not have Actions out in front of you, any card yhou play goes immediately t- the trash; if you d- have them, then an Action is trashed.
- this card submitted by: Joe Vasele
[edit] Items Added 11/11/2002:
- Keeper - Report Card
- this card submitted by: Magi D. Shepley
- Keeper - Apple
- this card submitted by: Magi D. Shepley
- Keeper - Teacher
- this card submitted by: Magi D. Shepley
- Goal - Making The Grade - The player with the Report Card and the Teacher in play wins.
- this card submitted by: Magi D. Shepley
- Goal - An Apple for the Teacher - The player with the Apple and the Teacher in play wins.
- this card submitted by: Magi D. Shepley
- Action - Detention - (standard text) - Pick another player t- put in (equal t- the 1st Edition "Lose A Turn")
- this card submitted by: Magi D. Shepley
- Keeper - Thief During your turn, you may exchange Thief with any other player's Keeper.
This effect does not count as a play. - this card submitted by: Colin P. McMillen
- Keeper - Vagabond You may not draw or play cards on your turn. Instead, pass Vagabond t- the player on your right. The player wh- plays Vagabond may not play any more cards on his or her turn, but must instead pass Vagabond t- the right. (This card should not be used for 2-player games. An interesting note: its effect in 3-player games is the same as reversing the order in which play proceeds around the table. )
- this card submitted by: Colin P. McMillen
- Keeper - Vandal During your turn, you must discard one of your Keepers. You may then pass Vandal t- any player. (Note that Vandal will be discarded if sent t- a player with n- Keepers, since it will be forced t- kill itself on that player's next turn, unless that player plays another Keeper. Any player wh- feels altruistic can als- choose t- have the Vandal off itself.)
- this card submitted by: Colin P. McMillen
- Keeper - Public Defender While Public Defender is in your collection of Keepers, you cannot win, except by Acquittal. Whenever a player plays a new Keeper, Public Defender moves t- that player's collection of Keepers immediately. ("Immediately" means that this action happens *before* that player can win, if the Keeperplayed would satisfy the current Goal.)
- this card submitted by: Colin P. McMillen
- Keeper - Doppleganger When you play Doppleganger, choose a Keeper currently on the table. The Doppleganger becomes a clone of that Keeper.
(This was the initial idea I had for the card; however, it would be way to- strong -- as long as you hold a goal that requires tw- Keepers and the Doppleganger, and one of the tw- needed Keepers down, you win as long as someone else on the table has the other Keeper you need. Therefore I added this next bit...) If a Goal is met that requires this Keeper, the player reaching that Goal does not win. Instead, the Goal and the Doppleganger are discarded. (This card is a bit confusing, and I couldn't think of any good goals for it; therefore I don't like it s- much. Suggestions?) - this card submitted by: Colin P. McMillen
- Goal - Acquittal - The player with Public Defender and either the Thief or the Vandal in play wins.
- this card submitted by: Colin P. McMillen
- Goal - Slums - The player wh- has both Vandal and Vagabond on the table wins.
- this card submitted by: Colin P. McMillen
- Goal - Crime - The player wh- has both Vandal and Thief on the table wins.
- this card submitted by: Colin P. McMillen
- Goal - Hodgepodge - The player wh- has any 3 of the following Keepers on the table wins: Pyramid, Bread, Coffee, Doughnuts, Rocket.
(This card is intended t- make up for the near-worthlessness of those 5 Keepers.) - this card submitted by: Colin P. McMillen
- Goal - Asceticism - If a player has n- cards and n- Keepers, and every other player has at least one card and and least one Keeper, that player wins.
- this card submitted by: Colin P. McMillen
- New Rule - Final Draw Backwards - The last card you draw must be held in your hand backwards, such that all players except you can see it. Ignore this rule unless Draw 2 - Draw 5 is in force. (This can make cards like "Final Card Random" and "Use What You Take" much less random, hehe.)
- this card submitted by: Colin P. McMillen
- New Rule - Delirium - (This card is taken directly, with minor modification, from the Frenzy card on Hal Haag's FLUXX New Rules page.)
When this card is played, discard an Action card from your hand ont- it. This Action takes effect after the final play of each player's turn as if it were just played by that player. If the player playing Delirium does not have an Action card in his or her hand, Delirium is discarded. Take Another Turn can not be played on Delirium. (Rules Reset is fine -- it will just make Delirium g- away (along with everything else) at the end of the current turn.) - this card submitted by: Colin P. McMillen
- Action - Chaos - (standard text) - All players pass their hands t- the right, and their Keepers t- the left.
- this card submitted by: Colin P. McMillen
- Action - Scavenger Hunt - (standard text) - All players must discard their hands. Then shuffle the discard pile and deal it out. Each player should receive the same number of cards he or she started with. (Annoying in combination with Delirium, as is Scramble Keepers.)
- this card submitted by: Colin P. McMillen
- New Rule - Draw All - On your turn, draw the entire draw pile.
- this card submitted by: Colin P. McMillen - Hal's note - This is silly
- Goal - Anarchy - If War is the only Keeper on the table, everyone wins.
- this card submitted by: Colin P. McMillen
- Goal - Mutually Assured Destruction - If War is the only Keeper on the table, everyone loses.
- this card submitted by: Colin P. McMillen
- Goal - Homer Simpson - If n- one has the Brain on the table (visible or hidden), then the player wh- has Doughnuts in play wins.
- this card submitted by: Colin P. McMillen
[edit] Items Added 09/02/2007:
- Keeper - Anti-Matter - This card, and one other Keeper on your side of the table, do not count toward your total number of Keepers.
- this card submitted by: James M Hazelton III
- Keeper - Beer
- this card submitted by: James M Hazelton III
- Keeper - John Lennon - Counts as either Peace or Dreams
- this card submitted by: James M Hazelton III
- Keeper - Life
- this card submitted by: James M Hazelton III
- Keeper - Music
- this card submitted by: James M Hazelton III
- Keeper - Paper - This card also counts as a Tree Keeper.
- this card submitted by: James M Hazelton III
- Keeper - Philosophy - Counts as either Life or Death.
- this card submitted by: James M Hazelton III
- Keeper - Rock - This card also counts as Earth.
- this card submitted by: James M Hazelton III
- Keeper - Scissors - This card also counts as the Sword.
- this card submitted by: James M Hazelton III
- Keeper - Shield, The - Your Keepers are not affected by other players' Action cards.
- this card submitted by: James M Hazelton III
- Keeper - Sword, The
- this card submitted by: James M Hazelton III
- Keeper - Time Machine, The - Counts as either Time or the Rocket.
- this card submitted by: James M Hazelton III
- New Rule - Card-Eating Virus - At the end of every turn, you must select a Keeper on your side of the table and place it in the discard pile. If you have no Keepers, discard a card from your hand instead. Then, you may trash this card as well. If you have no cards, ignore this rule.
- this card submitted by : James M Hazelton III
- New Rule - Chicken Scratch - Handwritten Keepers do not count toward the Keeper Limit. Handwritten New Rule cards do not count toward the Rule Limit.
- this card submitted by : James M Hazelton III
- New Rule - Deflation - Anytime a numeral is seen on another card, subtract one from that numeral. For example, 2 becomes 1, while two remains two. This card cannot reduce a number below zero and cannot affect the Basic Rules.
- this card submitted by : James M Hazelton III
- New Rule - Draw N - Draw N cards per turn, where N is the current number of players. The person who played this card should immediately draw extra cards (if needed) so that they have drawn N cards this turn.
- this card submitted by : James M Hazelton III
- New Rule - Everything is Better with Beer - For any goal that lists two or more specific Keepers for a single player to have on the table, Beer may be substituted for any of those Keepers. Ignore this rule if any player has Death or the Bible on the table.
- this card submitted by : James M Hazelton III
- New Rule - Hand Limit N - If it isn't your turn, you should only have N cards in your hand, where N is the current number of players. If you have any extra cards, discard them immediately. During your turn, you may ignore the Hand Limit as long as you discard all but N cards when you end your turn.
- this card submitted by : James M Hazelton III
- New Rule - Keeper Limit N - If it isn't your turn, you can only have N Keepers in play, where N is the current number of players. Discard any extras immediately. You may play new Keepers during your turn as long as you discard all but N at the end of your turn.
- this card submitted by : James M Hazelton III
- New Rule - Lover Bonus - If your boyfriend, girlfriend, fiance, or spouse is a player in this game, one of you may increase your Hand Limit by 1 and the other may increase your Keeper Limit by 1. You must decide who gets what when this card is played and the deal must be sealed with a kiss.
- this card submitted by : James M Hazelton III
- New Rule - Moon Bonus - If a player has the Moon on the table, that player may ignore the Hand Limit (if any).
- this card submitted by : James M Hazelton III
- New Rule - Opposite Day - The Play rule and anything that affects the Play rule, now become the Draw rule, and vice versa. The Hand Limit and Keeper Limit also switch. (Play All becomes Draw 5.)
- this card submitted by : James M Hazelton III
- New Rule - Play N - Play N cards per turn, where N is the current number of players. If you have fewer than N cards in your hand, play all your cards.
- this card submitted by : James M Hazelton III
- New Rule - Rule Limit 6 - Only 6 New Rule cards can be in play at a time. If ever there are more than 6, the turn player must immediately discard New Rules until there are only 6.
- this card submitted by : James M Hazelton III
- New Rule - Standardization - Anytime a numeral is seen on a card, that numeral becomes 3. For example, 1 becomes 3, while one remains one. This does affect the Basic Rules. The more things change, the more they stay the same.
- this card submitted by : James M Hazelton III
- New Rule - Toaster Bonus - If a player has the Toaster on the table, that player may ignore the Keeper Limit (if any).
- this card submitted by : James M Hazelton III
- New Rule - Vow of Silence - No one may speak. Anytime a player utters a word or more, a card from that player's hand must be randomly chosen by the player on his right and discarded.
- this card submitted by : James M Hazelton III
- Action - Find Your Special Rule - Look through the draw pile for a New Rule card of your choice and play it. The card may not be a Keeper Limit, Hand Limit, Draw, or Play rule. Shuffle the draw pile afterward.
- this card submitted by: James M Hazelton III
- Action - Flash Inflation - Until the end of your turn, anytime a numeral, add one to that numeral. For example, 1 becomes 2, while one remains one. This card does affect the Basic Rules.
- this card submitted by: James M Hazelton III
- Action - Ignore a Rule - Choose a New Rule card in play. You may ignore that Rule until the start of your next turn.
- this card submitted by: James M Hazelton III
- Action - More Time - No player may win until the end of your next turn.
- this card submitted by: James M Hazelton III
- Action - Play All Now - Regardless of the current Play rule, play all of the cards in your hand this turn.
- this card submitted by: James M Hazelton III
- Action - Rearrange Keepers - Each player must select one of his Keepers. Gather up these keepers and redistribute one back to each player who supplied one. You decide who gets what.
- this card submitted by: James M Hazelton III
- Action - Reconsider Change - Chosse one of the 3 Goals closest to the top of the discard pile and put it into play. Discard the previous Goal (if any).
- this card submitted by: James M Hazelton III
- Action - Trash Anything - Select one of the New Rule, Goal, or Keeper cards in play and place it in the discard pile.
- this card submitted by: James M Hazelton III
- Action - Trash N New Rules - Select N of the New Rule cards in play and place them in the discard pile, where N is the current number of players.
- this card submitted by: James M Hazelton III
- Action - Uncrumple - Search through the discard pile. Take any Keeper you wish out of it and play it immediately.
- this card submitted by: James M Hazelton III
- Goal - 3 Double-Keepers - If someone has 3 or more Double-Keepers on the table, then the player with the more Double-Keepers in play wins. (A Double-Keeper is a Keeper that counts as one of two different Keepers.)
- this card submitted by: James M Hazelton III
- Goal - Christmas & Easter - The player with the Cross and any Tree Keeper on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Crusades - The player with War and the Bible on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Dark Side of the Moon - The player with Music along with either Time or Money on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Dirge - The player with Music and Death on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Discovery Channel - The player with Earth and Television on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Gaia - The player with Life and Earth on the table wins.
- this card submitted by: James M Hazelton III
- Goal - He Who Dies With The Most Toys - If there are no cards left in the draw pile, then the player with the most Keepers in play wins.
- this card submitted by: James M Hazelton III
- Goal - He Who Lives by the Sword... Dies by the Sword - The player with the Sword along with either Life or Death on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Light Sources - The player with Candles and the Sun on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Link - The player with the Sword and the Shield on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Liquid Diet - The player with Beer and Milk on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Tree of Life - The player with Life and any Tree Keeper on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Vikings - The player with Beer and the Sword on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Waking Life - The player with Life and Dreams on the table wins.
- this card submitted by: James M Hazelton III
- Goal - War (Everything Dies) - If no one has Life on the table, then the player with War on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Warm Milk - The player with Milk and Sleep on the table wins.
- this card submitted by: James M Hazelton III
- Goal - Zmiros - The player with Torah and Music on the table wins.
- this card submitted by: James M Hazelton III
[edit] Items Added 08/20/2008:
- New Rule - Draw R - Draw R cards per turn, where R is the current number of New Rule cards in play. The person who played this card should immediately draw extra cards (if needed) so that they have drawn R cards this turn.
- this card submitted by: Royce Wood (Aug 20, 2008)
- Action: Rules Mutate - Discard 2 New Rule cards at random. Then keep drawing, discarding everything except the top 2 New Rule cards, and play them.
- this card submitted by: Royce Wood (Aug 20, 2008)
- Creeper: Fruitcake - On your turn, you must give this card and one of your keepers to the player of your choice. If you have no keepers, give this card to someone who does. If no one has any keepers, shuffle this card into the Draw pile.
- this card submitted by: Royce Wood (Aug 20, 2008)
- Creeper: Homework (ver. 2) - You can only draw one and play one card during your turn, regardless of any rules or bonuses. Discard this card if you have The Brain, Time, or The Computer in front of you.
- this card submitted by: Royce Wood (Aug 20, 2008)
- Creeper: Vampire - Discard one keeper at the end of your turn. If The Sun is in play, discard this card (after you discard your keeper). If you have no keepers, shuffle this card into the Draw pile.
- this card submitted by: Royce Wood (Aug 20, 2008)