Fluxx 4.0 (Discontinued by manufacturer)
- Enter your model number to make sure this fits.
- 2 To 6 Player Game
- 30 Minutes To Play
- Ever Changing Card Game Which Is At The Core Of A Extensive Line Of Expansions
- War, Death, And Taxes Have Been Re-Classified As Creepers 5
- Newly-Styled Two-Piece Box Contains 100 Cards
Customers who bought this item also bought
Customers who viewed this item also viewed
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Brute Force Is Not The Sole Method For Building A Kingdom Out Of The Mass Of Micro-States That Litter Dominion's Medieval Landscape. In Some Cases, A Secret Plot Can Produce Results That Simpler And Straightforward Methods Cannot Replicate, Thus Presenting Both Risks And Opportunities To Would-Be Kings. A In Contrast To Collectible Card Games, The Decks Used In Dominion Are Built During Game Play. On Each Player's Turn They Will Have The Opportunity For An Action And A Buy. A A Whatever Cards Come Into Your Hand From Your Deck Is What You Have To Work With. A So You Will Be Acquiring Cards To Add To Your Deck So That When They Come Up Later You Will Be Able To Do Even More Than Before. A For Instance, Cards Later May Give You Extra Actions And Extra Buys. A If Money Comes Into Your Hand As Well, Then You Will Have Even More Available To Spend! A A And To Truly Gain Dominion In This Land You Will Need Money. A Purchase The Coveted Estate, Duchy, And Province a Cards For Victory Points And Add Them To Your Deck. They Do Nothing For You When They Come Into Your Hand When It's Your Turn, But If You Have The Most Victory Points In Your Deck At The End Of The Game, You Will Be Victorious! A As An Expansion, Dominion Intrigue Comes With A Full Set Of Both Treasure And Victory Cards And With Rules Allowing For Upa To Eight Players Toa Participate In The Same Game On Two Tables. It Can Also Be Combined With The Base Dominion For A Six-Player Game At The Same Table. A Dominion Intrigue Is A Standalone Game a For Two To Four Players As a Well. A A This Is Great For A Beginning Dominion Gamer Or It Is Just As Good For Adding A Little Intrigue To The Dominion Base Game And Expansions You May Already Have! Highlights: This Is A Deck-Building Tactical Card Game Mix And Match With Other Dominion Expansions For Unending Variations! Contents: 500 Cards Storage Tray Rule Booklet Expand Your Dominion Games With These Expansions, A Click Here!.
From the Manufacturer
A card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. There are many editions, themed siblings, and promo cards available.
Top Customer Reviews
I played this with some 12- and 13-year-olds and they didn't have much fun. It was frustrating for them because sometimes individual turns can take a very long time, there's little to no strategy involved, and the game can end very suddenly without every person having had a reasonable amount of game play time (sometimes the game ends after just one turn). They kept rolling their eyes and sighing - they were bored - and after two games of this they asked to play something different. Part of the problem is that they would each take a long time to play a card, reading and re-reading each card, trying to play the "right" one. The other players would get very bored waiting for their turns.
On the other hand, when I played this with some 20-somethings, we all had a lot of fun and laughs. They quickly understood the rules and could get through the turns without a lot of hemming and hawing the way the younger players would. They knew that playing a card quickly was important and did not seem to worry so much about playing the "right" card. Also, they were not disappointed when the game would suddenly end.
I think this game can be loads of fun or very boring. It really depends on getting the right crowd to play with - people who understand how to make the game fun and can grasp the rules quickly. Adults would probably have more fun than children. It also helps if you tailor the deck to your group - for example, taking out some of the rules that make the turns long and tiresome (draw 5 and play 4 for example) if you're playing with people who bore easily.
Since every game changes, there's a lot of fun in this game before it gets played out. I've had my copy for years (and bought a few for friends). We break it out a couple of times a year and we play a few games at a time.
The goals usually require pairs of keeper cards. For example you may need to have the Cookies and Milk cards in play. Milk might also be paired with chocolate. It's pretty cool how they mix and match and sometimes come up with very clever goals. Like combining the death keeper with the chocolate keeper results in death by chocolate.
There are lots of expansions and additional versions of this game (such as Monty Python, Martian and Pirate Fluxx). Many of them add new mechanics but all of them can be played with the basic Fluxx set. It has a certain collector's appeal. This is definitely the place to start on a Fluxx journey.
As much as I love this game, there are plenty of people who HATE it. I mean hate it. Thoroughly, deeply despise it. This falls into the "screw your neighbor games" category. There's no other game exactly like Fluxx, but I'd categorize it with Steve Jackson games (Munchkin and Illuminati), Killer Bunnies, Hex Hex and Lunch Money. If you don't know any of those games, you might consider taking a pass on this one. You really have to pay attention to the rules. It's not a good game for drinking. It's best for teenagers on up. Most younger kids have a hard time grasping the changing rules and get quite frustrated when the goal changes.
Completing the goals in the original game seems to have a much heavier luck factor for some reason. I'd say at least 50% of games have a ho-hum ending. There's never been much strategy with Fluxx if any, but with this one you don't really do anything other than watch the rules change until someone draws the two keepers needed. At least with the zombie version you had to work harder to keep your creepers in check, and you can even switch gears and use them to win if they start to overwhelm you. I assume the other themed versions have a welcome wrinkle like this.
Overall Fluxx's biggest strength will always be how accessible it is, and there's nothing wrong with that. The thing is, after everyone learns the ropes it starts seeming like there should be at least a couple more rules to make it more interesting. Even the keepers and goals are just really safe and boring thematically. Again I understand the key phrases here are "easy to play" and "for all ages", but just keep that in mind when you give it a shot. Otherwise it's a good game to always have around because it doesn't matter if everyone's a gamer in the group.