Fluxx Blanxx Rules
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[edit] Card Text
This rule goes into effect as soon as you play it. Place this card face up in the center of the table. Discard it when a newer rule contradicts it.
[edit] Suggestions
[edit] #
- 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 to fit their new plurality status.
This one has a lot of cards that it would do 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] A
- A Mind is a Terrible Thing to Waste - If The Brain is in the trash when you play A Mind is a Terrible Thing to Waste, shuffle it back into the deck . If at any time The Brain is put in the trash, shuffle it back into the deck.
- this card submitted by: Mickey Knox
- 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
- Alternate Tax Bonus - At the end of each turn, if The Government, Taxes, and Money are all in play, give Money to the player with The Government.
- this card submitted by: Joe Vasele
- 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" Mascaro via Neil Raynar
- Attrition - Trash a New Rule each turn.
- this card submitted by: Christopher Hickman and inspired by Rule Decay by "Dim Bulb"
[edit] B
- Backup Copy [Version 1] - 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 to its place in play as if it were just being played then for the first time. The Backup Copy has no 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 to affect the Backup Copy is to 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 to 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 do 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
- Backup Copy [Version 2] - The Backup Copy is vulnerable to anything affecting New Rules. In the case where Scramble Keepers is played, having the backup card would allow you to 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.
- this card submitted by: Andrew J. Petrarca
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 to another location or hand on the table (either discard or another's Keeper stash or hand) would instead cause the nail to be pulled out, nothing more. The card stays where it is, no 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
- Backup Copy [Version 3] - When this New Rule is played, pick an existing New Rule card. Move the target New Rule card to 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 into play as if it were newly played. If there are no New Rules in play, Backup Copy goes directly to 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, so I decide to make a Backup Copy of it. Play All is moved to the side, and Backup Copy now functions as Play All. My friend Andrea, who hates Play All, tosses down Play 2. Play 2 replaces the Backup Copy of Play All, which goes to the Trash. Now Play All comes back into play as if it were newly played, so 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 Rule s go to the trash, including the Backup Copy of Draw 3. Now the original Draw 3 comes into 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. Backup Copy played 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 to your hand would force the Backup Copy to go away without restoring anything. 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 to 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 to make you fail to win, so why not a keeper that makes you win?
- this card submitted by: R C Atwood
or
- "House Rule" - Tar Beating - If any player plays a card that makes it impossible for anyone to 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
- 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
- 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 ???
- Basic FLUXX - Any card that is not part of the original game (except for this one) is illegal and cannot be played. If you have illegal cards 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 to replace it. Discard any illegal New Rules, Keepers, or Goals in play.
- this card submitted by: Anonymous
- Bottoms Up - At the end of your turn, follow the instructions on the bottom-most Action card in the discard pile as if you had played it.
- this card submitted by: Vincent Povirk
[edit] C
- Capitalism - The player with Money on the table may trade it for another keeper. This counts as one play.
- this card submitted by: Jason Mitchell
- 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
- 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" Mascaro via Neil Raynar
- Censorship - (standard text here) Love, War, and Death must be hidden.
- this card submitted by: Mickey Knox
- Change of Plans - Once during your turn, you may discard any number of Goal cards and draw that many cards.
- this card submitted by: Justin Lee
- 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
- Coffee Bonus - The player that has the Keeper Coffee, may draw and play twice the "normal" amount.
- this card submitted by: Joe Vasele
- 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.
- Conspiracy Theory - Each player may hide a number of Keepers equal to the number of cards in their hand.
- this card submitted by: Justin Lee
[edit] D
- 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
- Divert to Trash - You may discard any card that you would otherwise play.
This pertains to all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- Double For Nothing - If you have no Keepers, you may steal a Keeper from another player and add it to your collection when you play a Keeper. (This card was inspired from looking at a mancala game.)
- this card submitted by: Anonymous
- Draw ==> Play - Player may choose to draw fewer cards than required by the current Draw rule to allow you to Play that many additional cards this turn.
- this card submitted by: Dan Isaac
- Draw <=> Play - Player may choose to draw fewer cards than required by the current Draw rule to allow you to Play that many additional cards this turn.
or Player may choose to Play fewer cards than required by the current Play rule to allow you to Draw that many additional cards this turn. - this card submitted by: Dan Isaac (thanks for the HTML reminder)
- 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
- This has the same effect as Magic: the Gathering's Teferi's Puzzle Box. Maybe this could be called Kristin's Puzzle Cube.
- 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
- Draw None
- this card submitted by: Buddha Buck
- 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)
- Draw to 7 - When it is not your turn, you must have 7 cards in your hand.
If you have less than 7, you must draw to 7. If you have more than 7, you must discard down to 7. This trashes and is trashed by any Draw # and Hand Limit cards. - this card submitted by: Chris Goodwin
- 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
- Draw Zero - No player gets a draw phase. Discard "Draw Zero" immediately if a player has zero 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
[edit] E
- Every Card Random - Each card you play must be chosen at random by the player on your left.
- this card submitted by: Justin Lee
- 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
- The Escalation Rule - Each time you have to shuffle the Discard Deck into the Draw Deck the Basic Rules change to increase both the Draw and the Play numbers by one. So after the first time the deck is shuffled, if there is no 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?")
- Exorcism - For each Religious Symbol Keeper (Cross, Holy Bible, Torah, or Candles) you have on the table, you may remove 1 of your Creeper cards from the game during your turn.
This rule requires combining Zombie Fluxx with Christian Fluxx and/or Jewish Fluxx. - this card submitted by: Peter R. Ellis (a.k.a. Maverick Weirdo)
[edit] F
- 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. Russian Roulette variation submitted by: Leanne
- 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 cards in your hand, immediately discard them and draw the same number of cards as replacements. If you draw an illegal card, immediately discard it and draw again to replace it. Discard any illegal New Rules, Keepers, or Goals in play.
- this card submitted by: Anonymous
- 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 (so 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 to 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 to the player to the right (in which case it moves every (number of players - 1) turns). - this card submitted by: Brian Newman
- Frenzy - When this card is played, immediately discard an Action card from your hand onto 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" Mascaro via Neil Raynar
[edit] G
- Go Away - No new player may join this game.
- this card submitted by: Hal Haag (named by James Searles)
[edit] H
- 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
- 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
- Handoff - You may give to another player any card that you would otherwise play.
The other player puts the card into his or her hand and then complies with the hand limit. This pertains to all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
- Hand Me Down - Any card that you would otherwise discard must instead be given to the player, other than yourself, who took the last turn before your current or most recent turn. The other player puts the card into his or her hand and then complies with the hand limit. If you give one or more cards to another player at the end of your turn in order to 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 to all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
[edit] I
- Instants = Zero - While this card is in effect, no "Instant Effect" cards can be played.
- this card submitted by: Hal Haag (as a result of discussion on the FLUXX Discussion List)
[edit] J
[edit] K
- Keeper Limit 0 - Need I say more?
- this card submitted by: Unknown
- Keeper Limit 1 - Standard Keeper Limit, but 1.
- this card submitted by: Greg Filpus
- 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
[edit] L
- 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
[edit] M
- Mimic - Whenever a player plays an action, instead of it going into the trash, it goes to a random player's hand.
In Hal Haag's opinion, a method should be provided to determine the identity of the "random player" mentioned above. - this card submitted by: Joe Vasele
- 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
[edit] N
- 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
- Next Block - Turn the draw pile over and draw from the now face up top card so 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
- No Agenda - Discard current Goal. All Goal cards are played directly into discard pile, and winning conditions cannot be met.
- this card submitted by: Jason Stuart
[edit] O
- 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, no Keeper limit becomes Draw 2, Play 3, no hand limit, Keeper limit 2. The bonuses do not get switched. So 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
- 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 to all cards played by each player while this rule is in effect. - this card submitted by: Fillard Rhyne
[edit] P
- Parental Controls - If someone has both The Microchip and The Television, they must, at the end of their turn, trash either War or Death. War or Death may not be trashed if they belong to another player.
- this card submitted by: Joe Vasele
Mickey Knox suggests that instead of trashing War and Death, force them to be hidden, as these things will always exist even if we try to protect the children from them.
- 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 to the draw pile, put it anywhere in draw pile.
(Yes, this does contradict Next Block.) - this card submitted by: Joe Vasele
- Play ==> Draw - Player may choose to Play fewer cards then required by the current Play rule to allow you to Draw that many additional cards this turn.
- this card submitted by: Dan Isaac
- 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
- 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 who has The Baseball in front of them, they must put it in front of another player.
- this card submitted by: Joe Vasele
- Play Clockwise - The direction of play now proceeds clockwise.
- this card submitted by: Chris Goodwin
- Play Counterclockwise - The direction of play now proceeds counterclockwise.
- this card submitted by: Chris Goodwin
- 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
- Play To Limit - During your turn, play as many cards as necessary to bring your hand down to the hand limit, and no more. If no hand limit is in effect, play one card.
- this card submitted by: Andrew J. Petrarca
- 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
- Public Records - All players play with their hands face up in front of them on the table.
- this card submitted by: James Searles
[edit] Q
[edit] R
- Reverse Draw and Play - Draw the number of cards on the "play" card, and play the number of cards on the "draw" card.
- this card submitted by: Andrew Merelis (Oct 28, 2008)
- 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 do 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 who are easily frustrated. - this card submitted by: Mark "Daigohji" Mascaro via Neil Raynar
- 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 to discard.
- this card submitted by: Dan Isaac
Comment: I have made a Rule Limit 3, with the text: "If, at the end of your turn, there are more than 3 New Rule cards in play, discard down to 3 (not counting this card). You may not discard this card in this way." It works quite well. -- Royce Wood
- 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
[edit] S
- Secret Society - If a new person wants to 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 "Go Away" card
- 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 to your advantage to make up lyrics to an unrelated song, and hum that song. There's nothing wrong with humming the melody to "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. Too many people just flat-out refuse to sing.
- Story Time - Whenever you play a Keeper, you must tell a story about it, unless it is hidden.
More people are willing to play with this rule, but both of these can make the game VERY SLOW, even if stories are restricted to nanofic length. Also, having both Story Time and The Singer's Keeper in the deck would be overkill. - this card submitted by: Nathan Curtis
- 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
- 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 to the player's hand. - this card submitted by: David Jackoway
- Surveilance - All players place one card from their hand face 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
[edit] T
- 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 to your hand.
This class of rules would be considered contradictory to the standard Keeper Limit Cards and vise-versa. Yet they could be playable in a standalone expansion just fine. Actually, with a Hand Limit also in play, these cards would degrade down to the standard Keeper Limits. - this card submitted by: Dan Isaac
- Time Delay - All new rules take effect one turn after they are played for the player who has Time showing.
- this card submitted by: Unknown (please let me know)
- 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
- 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 to X.
- this card submitted by: Joe Vasele
- Two Goals - Two Goals are now in play. Whenever a player plays a new Goal, s/he chooses one of the current ones to discard. Whomever satisfies either Goal wins. Whomever causes this rule to be discarded must choose one of the current Goals to be discarded as well.
- this card submitted by: unknown
[edit] U
[edit] V
- 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
[edit] W
- "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
- 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.
- 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 do not have Actions out in front of you, any card yhou play goes immediately to the trash; if you do have them, then an Action is trashed.
- this card submitted by: Joe Vasele
[edit] X
- X = X + 1 - Any time a number is seen on a card, add one to that number. For example, Draw Two becomes Draw Three. This does affect the basic rules.
- this card submitted by: Neil Raynar
[edit] Y
[edit] Z
- Zombie Curse - The player with the most Zombies (no ties) must only play Basic Rules.
- this card submitted by: Michael Peachey
