In space no one can hear you scream, at your opponents as they change the goal of the game
A review of Star Fluxx
Imagine if you will your are watching every Science Fiction TV Show and every Science Fiction Movie all at the same time. It would likely cause your head to explode as if some Mad Max-esque martial artist had suddenly struck the vital pressure point hidden in your forehead.
Now imagine all the sci-fi you just watched being extracted from your brain, as if Professor X was reading your mind and writing down the information he extracts
Now imagine all that information has been converted into a simple card game.
Gather you lightsaber, and set your phaser to stun as we consult our Intergalactic Travel Guide and discover the answer to everything is 42
Welcome to Star Fluxx
Story
There really isn't one in this game
Game Mechanics
Hand Management
Set Collection
Number of Players
2-6
Play Time
Anywhere between 5 Minutes and an Hour
How Does It Play
Star Fluxx, much like any Fluxx game, is a fun little card game where the aim of the game is to not only engineer your own victory; but to throw a hydrospanner into the Warp Engines of your opponents
The game is incredibly simple to play; the only rule is "Do what the cards tell you to do"
The game starts with one rule - Draw One, Play One. Simple enough. You start the game with three cards, on your turn you will draw a card from the deck and play any card from your hand. There are various cards that can be played: -
Goal Cards - The card that lets you win. If you have the requisite cards in front of you, then victory is yours. Be careful, your opponents will constantly try to change the goal to suit them
Keeper Cards - Some Keepers have valuable abilities, such as the Teleport Chamber which allows you to move 1 Keeper from one player to another. Other just sit there in front of you until you meet the requirements of the Goal
Creeper Cards - If you draw this it is automatically played, don't worry you get to draw another card in it's place. These cards can attach themselves to your Keepers, cancelling out their effects. Some just sit there stopping you from winning, unless the Goal says you need the Creeper to win
Action Cards - Let you do something that may or may not help you, usually it's a good thing unless you accidentally end up with a creeper
Surprise Cards - These card are fun as you can play them on your opponents turn, as well as your own. Depending on when you play it, depends on what effect it has
Rule Cards - These are the backbone of the game. You can change the way the game plays by playing a new rule. Say your opponent plays a card that let's them play 4 cards per turn, then you decide that on your turn you'll play a rule that says you have to draw 4 cards and then you play a card that says you can only play one card, just to mess with your opponents. Just be wary, as quick as you change the rules; the rules will change once again. You could say the rules are constantly in flux (see what I did there?)
Endgame
As said the aim of the game is to win by meeting the requirements of the Goal
Game Components
Cards, lots of them
Theme
A Sci-Fi game along the line of a 'Take That' style of game
Replay Value
I'd say tons, it's so easy to play. It fun, it's light. The game fits in your pocket so it's easy to pull out and play if you're in the pub
Favourite Part
The references to Sci-Fi greats, there are a lot of them
Least Favourite Part
Watching your opponent ruin your beautifully crafted game by changing the goal
The Bottom Line
This is a fun, simple game that anyone can pick up and play with ease.
Everyone should have a Fluxx Game in their collection
I give this game 10 Warp Speeds
Game Designers: Andrew Looney
Game Artists: Derek Ring
Publishers: Looney Labs
All images courtesy of BoardGameGeek
About the Creator
Alan Walker
Part-time Avid Gamer, self appointed nerd, and volunteer Karate Instructor
Long time reader, first time blogger
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