Introduction

## What is Fluxx®?

**Fluxx®** is a card game created by game (systems) designer Andrew (Andy) Looney and published by Looney Labs. It is described as "The card game with ever-changing rules!"

## Card Types

### Basic Card Types

#### Basic Rules

Every Fluxx® version includes a "Basic Rules" card, which can be placed in or near the rule pile. All of them say some variation of "Draw 1" and "Play 1" to indicate that those are the most basic rules for each game, when no *New Rules* override them. Prior to 4.0, except for First Edition, the Basic Rules was yellow (some with a red edge). In First Edition, it had no color. In versions after 4.0, this card was recolored orange to indicate it as a *Meta Rule* card.

#### Keepers

Keepers are the main cards to collect in front of a player, in order to fulfill goals. In all versions but First Edition, the border of the card is a green color. Generally speaking, they are just the "things" in the game and have a picture of the thing they represent. Some of them have additional functionality as indicated in text or with icons in themed variants of the game.

#### Goals

With the correct Keepers, you win the game if the selected goal is in play in the goals area. For example, to win with the Chocolate Milk goal, you need both Chocolate and Milk in play. In all versions but First Edition, the border of the card is a magenta color. There are some instances where a player can't win even if they have the correct cards for the goal, including if they have a Creeper in play.

#### New Rules

The simple rules can be changed over the course of the game by playing New Rules cards. The changes include playing and drawing more cards, limiting how many cards players can hold, or limiting how many keepers you can have in play. In all versions but First Edition, the border of the card is a yellow color.

#### Actions

These are self-explanatory, the player does whatever the card says. Some trash cards in play, others allow drawing (and/or playing) more cards during a turn. In all versions but First Edition, the border of the card is a blue color.

### Advanced Card Types

Other versions of Fluxx® include several other card types which can make the version a bit more tricky.

#### Creepers

These cards must be placed down in front of a player immediately after being drawn. They won't allow you to win unless a goal says otherwise. Some Creepers have different effects as well. These were the first additional card type added to the game. They have a black colored border.

#### Dangers

Exclusively seen in Jumanji Fluxx, Dangers function like Creepers or Ungoals, but if an objective is fulfilled, a player may be eliminated. These cards have an alternating black/yellow color border, somewhat like a hazard road sign or caution tape.

#### Leapers

Exclusively seen in Fluxx: The Board Game, Leapers replace Keepers in the play deck. Instead of being kept when played, they allow the player to move one of their game pieces to the matching Picture space on the game board, then they are discarded.

#### Meta Rules

These are permanent, additional gameplay rules that can be used in certain games if all players agree prior to the start of a game. They stay in effect and are not removed like regular New Rule cards. They are orange in color, just like the Basic Rules.

#### Surprises

These function like Action cards, although they can be played at any time. They can be used to cancel out surprises as well. They have a purple border.

#### Ungoals

The creeper versions of Goals, where nobody wins if the objective is fulfilled. Often, everybody loses instead. They play like regular Goals, so they aren't placed down immediately unless a New Rule card is in play that says to do so. They are red.

### Other Card Types

Other card types also exist that came packaged and separately from the game. Below are some of them.

#### Ad Cards

Some earlier versions of Fluxx® come with Advertisement Cards that promote other games and products. These cards are not playable and should be set aside at the start of a game.

#### Activism Cards

A few versions (such as EcoFluxx) have activism cards meant to inform players about certain issues in the world at the time of publication. These cards are not playable and should be set aside at the start of a game.

#### Blank Cards

These are just blank cards which can be written or printed on to make your own cards. Early versions of the Base Game came with a single blank card, but later they were sold in Fluxx Blanxx packs and the blank card removed from the deck. The ones that came with First Edition were totally blank on the front, but later ones had colored stripes that match the various card types in the game.

#### Color Cards

Exclusive to Fluxx: The Board Game, these cards assign which set of game pieces are to be used by each player.

#### Cover Cards

Many Expansions came in clear cellophane and used a card as the "cover" or "front" of the package with the SKU and information about the product on it. This is those.

#### Instruction Cards

In at least one version of the game (First Edition), an Instructions card was included that tells people how to play the game. Some expansions also come with a card like this telling players how to use the cards in the pack. A set of these were also included in the Fluxx: Rick and Morty game.

#### "It's my turn!" Cards

Similar to the "Turn Tokens" or "It's My Turn!" Coins available for other sets, the Drinking Fluxx set contains a "Whose turn is it?/It's my turn!" card to denote turn order. Some other Looney Labs games include a similar card.

## Gameplay

### Game Basics

The core of the gameplay is pretty simple. To set up the game and get started, first place the Basic Rules card in the middle of all players. These rules, along with New Rules cards, will dictate how the game is played as it progresses. Shuffle the deck, deal 3 cards to each player, and then decide who goes first (any method to determine this that's fine with everyone works). The rest of the cards go in the middle of everyone near the Basic Rules to be used as a communal draw pile.

Initially, if only the Basic Rules are in play, each player draws 1 card, then plays 1 card. New Rules go in the middle with the Basic Rules. There can only be one of each kind of New Rule card in play (i.e. one Draw rule, one Play rule). When a New Rule gets played that contradicts one that's already in play, the one in play gets discarded.

Keepers go in front of each player. They usually just sit there (unless someone steals it or trashes it!), but some have special gameplay effects. The ones that do specifically have text on them to indicate what special thing they do. Some count as other cards, some can be exchanged for someone else's Keeper during your turn, and so on.

Goals also go in the middle of all players in an area specifically for Goals. There can only be one Goal in play (unless the current rules state otherwise). When a new Goal is played, it replaces the one in play, and the one in play gets put in the discard pile. If at any time a player has the requirements shown on the current Goal, no matter who played it, the player that met the requirements wins. Generally, this happens with a combination of two of the Keepers in front of them.

When Actions are played, the player does whatever the card says, then places the card in the discard pile (near the draw pile).

If the draw pile runs out, reshuffle the discard pile and use it as a new draw pile.

Players continue to take turns until someone wins!

### Advanced Gameplay

Using the Advanced Card Types, the basic game can be drastically changed in many ways. Meta Rules can be decided upon before a game starts as a way to have additional permanent rules. They get placed along with the Basic Rules and (generally) do not go away during normal gameplay.

Ungoals can be used to make the game more challenging for all players. These are played like regular Goals, except that if the requirements are met, ***everyone*** loses!

If you want players to groan like the zombies they might represent, Creepers can do that. They play kind of like Keepers, but a bit differently. When a Creeper is drawn, it must be played immediately. Generally, while they are in front of a player, that player cannot win unless the current goal specifically allows it. In some variants, NO player may win while a Creeper is in play. And some of them don't prevent winning at all but are just a pain to be stuck with.

Dangers are exclusive to Jumanji Fluxx as of the time of this writing. They are played like Actions where you basically play them, and then discard them after they do (or don't do) their intended effect. Often this is to eliminate specific players, so use them wisely!

Surprises tend to cause a bit of frantic chaos in games, as they can be played at any time. They are also played *kind of* like Actions, except they have different effects depending on when they're played. (Oh, and they can cancel Surprises played by other players!)

### Additional Gameplay Information

More detailed information about gameplay, specific card combination effects, or other advanced topics, can be found on the Looney Labs Homepage or by joining the Looney Labs Fan Page on Facebook. Some digital versions of the game can be played via the official Fluxx® Android App or Fluxx® iOS App, or by joining games on BoardGameArena.

As the annual 2022 "Holiday Gift" from Looney Labs, Andy Looney published a set of rules allowing for solitaire play of any edition of Fluxx called SOLO FLUXX.  It was quickly embraced by the Fluxx-playing community. Player & fan Butch Mancuso created a self-printable play mat for this variant, which Looney Labs has now made available in a 14"-by-24" neoprene version based on Mancuso's designs.

## References

1. ↑ Official Solo Fluxx Page
2. ↑ Store Page for Solo Fluxx Playmat