[Fluxx] Re:Re: Fluxx Newsletter Post? (TheLoneGoldfish)

James Hazelton jameshazelton at gmail.com
Thu Jan 18 00:10:01 EST 2007


The problem with instants is it violates the fundamental principle of
Fluxx: you may only perform actions that are written on the cards. An
instant would be self-initiative, which has been a no-no concept since
first edition Fluxx. If you're going to suddenly allow cards to
initiate themselves, why even have a Basic Rules card?

On 1/17/07, Carlton Noles <carlton.noles at gmail.com> wrote:
> I recall someone haveing one (and only one) one time use instant in their
> deck ( I believe they called 'I don't think so') that was analogous to
> counterspell but was reomoved from the game after use. I was toying with
> adding that to my deck but I have so many other card ideas.
>
> Do I not recall someon haveing a template for avery clear labels of some
> sort or another for FLUXX Blanxx?
>
> On 1/17/07, Pat <xenophule at gmail.com> wrote:
> >
> > Yeah, I would have to agree here with the non-instant position only
> > because I use Fluxx as a social tool. That is, when I go hang with friends
> > at coffee shops or such, we play as we BS about our day. It's a good
> > distraction if you run out of subject matter at the moment and still keeps
> > you in conversation. Putting an instant in there would take the focus away
> > and no longer make it a relaxing game.
> >
> > Just my two cents.
> >
> > _pat
> >
> > On 1/17/07, Tucker <jazzfish at softhome.net> wrote:
> > >
> > > > I've heard some hardcore Fluxxorz say that Counterspell (and other
> > > > Instants) actually break the game, and they vehemently defend their
> > > > positions.
> > >
> > > Yeah, that'd be me. From a rant I wrote, um, longer ago than I'd care to
> > >
> > > remember:
> > >
> > > Fluxx is a great game as it is.  Four easy-to-remember types of cards
> > > and
> > > extremely simple rules.  So why do people keep wanting to add instants
> > > (or
> > > "Instant Actions" or "Fast Effects") to the game?
> > >
> > > I hate the idea of fast effects.  There's already so much uncertainty in
> > > the game that you should be able to take a deep breath and feel like
> > > you're in control on your turn.  Having people counter or steal (or
> > > whatever) cards that you're playing is obnoxious and overly complex.  In
> > > addition, when it's not your turn you should have to watch in horror as
> > > your "perfect" victory plan gets wiped out.
> > >
> > > With Fluxx it's possible to get some people together who've never played
> > > before, deal them each three cards, and say "Draw one and play one" and
> > > the game will go from there.  The only element of the game that might
> > > require any explanation is the concept of "Keeper."  Instants not only
> > > violate the "Play X" rules, they can easily confuse new players.
> > >
> > >
> > > --
> > > Regret, by definition, comes too late;
> > > Say what you mean. Bear witness. Iterate.
> > > --John M. Ford, "Against Entropy"
> > >
> > > _______________________________________________
> > > Fluxx mailing list
> > > Fluxx at lists.looneylabs.com
> > > http://lists.looneylabs.com/mailman/listinfo/fluxx
> > >
> >
> >
> > _______________________________________________
> > Fluxx mailing list
> > Fluxx at lists.looneylabs.com
> > http://lists.looneylabs.com/mailman/listinfo/fluxx
> >
> >
> >
>
>
> --
> Carlton "Kermit" Noles
> ==================
> "Joy Multiplies when it is shared among friends but grief diminishes at
> every division. That is life"
> -Drizzt Do'Urden
> ==================
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>
>


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