Ok, so everyone should be able to view the spreadsheet, but I'm only
allowing the game mechanics to have writing permissions. I'd
appreciate it if everyone put their ideas and discussions here, though
the mechanics will have write permissions to the spreadsheet to get
official ideas written down. At the end of the day the mechanics need
to reach a consensus and will make the final decisions of how the
cards play out. I hope everyone understands this is to avoid too many
chefs in the kitchen, but everyone will have their say here. This
isn't an ownership thing, it's a control the chaos thing :)
You can all check out the links above, and many more, including some
fun youtube tutorials, so I'm not going to detail the mechanics here,
but - the gist is that you are trying to get and play a combination of
cards that satisfy the conditions on one of the goal cards. That's it
in a nutshell. I think typically it's only the Keeper cards that you
play to satisfy the Goal cards. The Actions are typically reserved to
muck around with people's hands, cards played, cards drawn and
discarded, etc. The New Rules cards change the basic rules of the
game, such that draw 1 and play 1 can become draw 3 and play three, or
limit the number of Keepers you can have, or how many you must play
each turn, etc.
For reference, the standard Fluxx v.4 set has 94 cards:
19 Keepers
29 Goals
22 Actions
24 New Rules
I have purposefully NOT included Creeper cards here, as I think we
should have a basic foundation for the game first, and then fold in,
re-imagine or create Creeper cards to fit the mechanics we set in
place.
Hijack: Action: steal a keeper played by another player/one card from
their hand
Troll: Goal, must have the Judge, Spam and HWSNBN keepers.
therefore: Judge, HWSNBN and Spam are Keepers for the Troll Goal
I need to go do some homework, but three observations so far -
* the hardest cards to to come up with seem to be New Rule, and the
easiest Keeper. We need to balance so we don't have an overabundance
of Keepers.
* Goals are mostly about what Keepers you have, but can be something
else too.
* We may have to discard some of the proposed cards as redundant (I'm
looking at cheese/pie/meat/tofu/avocado: that's a lot of food cards).
Secret Rulers are in play, chaos ensues: new rule, every turn players
must exchange a random card with the player to their right.
Fatmouse is a greedy bastard: new rule, pick 3.
the Amii rule the board: new rule, everybody must pay tribute and play
an extra card per turn
something like that
I'm adding a sheet called Card Groupings that I think will help
generate more ideas and keep us moving forward towards the final
rules. I've got some work I need to get done today, but I'm hoping to
steal some time throughout the day to get that page organized. I'll
let you know. In the mean time, keep the ideas coming on the Card
Ideas sheet.
Are we going to stick with the card type names such as Keeper, Goal,
and the like?
And yes, we'll stick with Action, Keeper, Goal and New Rule, no need
to confuse that part of it. Unless someone comes up with a compelling
reason and finds very WE specific words for all four categories (but I
won't be thinking about it).
Need to add (if it's not already there) Mind Bleach to work in some
way with a TMI card. Naked Bonfire Dancing needs to be a goal (or
better, an action!).
On Mar 1, 12:14 pm, JP <jed...@gmail.com> wrote:
> Here's a link to a picture of the basic cardshttp://www.pixelpark.co.nz/card_games/fluxx.htm
2010/3/4 JP <jed...@gmail.com>:
Still not used to the 'normal' sickness outbreaks in Minnesnowta.
grrr...