by Mike Sugarbaker
Zombie Fluxx
Published by Looney Labs
Designed by Andrew Looney
Released October 2007
64 b & w pages
$16
This game is featured in our 2007 OgreCave Christmas Gift Guide
Okay: first, I need to get some things on the record about Fluxx, out
here in front of Google and everybody, rather than inside the podcast.
Here's the thing: Fluxx catches a lot of hate on the Internet. I'm
not completely sure why. It seems to be connected to the hardcore
board gamer's pathological fear of and revulsion toward what they call
"luck," which is not the mere presence of luck in the world (no game
can be completely without luck, as Richard Garfield pointed out in an
old Duelist column - if anyone from WotC is reading this, hey, put
those online!), but any game mechanic that incorporates both of two
things: 1) not knowing exactly what you are going to get from a game
system, and 2) the source of that something being the game system,
rather than a human decision on the part of another player. The
possible sources of all that hate are both easy and boring to
pontificate about, so I will just say this about Fluxx: if I went to a
steakhouse, sat down and ordered a steak, and they brought me a plate
of cotton candy, yes, I would be disappointed, even quite rightly
angry. But if I then went around to people eating cotton candy at the
state fair and told them how cotton candy is stupid and steak is the
only real food, I would quite rightly be considered a moron. It's the
21st century, and failure to understand people who are different than
you is not going to be a badge of pride much longer; start adjusting,
if you haven't.
Now, a few words about zombie games. As a critical category, the term
"zombie games" does not comprise every game that has zombies as a
central thematic element. Cheapass' Give Me The Brain and Lord of the
Fries are wonderful games that feature zombies, but they are not
zombie games for our purposes here. To be a zombie game, a game has to
have gameplay elements involving overwhelming, implacably advancing
threat elements. You have to be saying, "Oh $#!*, they're still
coming," or else it isn't a zombie game.
Zombie Fluxx is a zombie game, if not a perfect one. It is also
still Fluxx to its core, and those two things may be working
against each other. Because zombies can be almost anything at all, but
they are nearly always dependable.
Gameplay
If you're familiar with Fluxx, you'll find the core of it here.
In fact, the rules give you a long list of cards to exclude for your
first game, and what's left is essentially the core Fluxx deck
(Zombie Fluxx is a double-deck game). Zombie Fluxx differs
from other Fluxx variations in that, for the first time in the
game's ten-year history, it introduces entirely new card types. That's
right, plural, baby. But to refresh your memory, there are four
preexisting types: Keepers, Goals, Actions, and New Rules. The
green-bordered Keepers are simply "fine things to have" - you play them
in front of you as an action, in hopes of using them to fulfill Goals.
Pink-bordered Goals are played to the center of the table, replacing any
Goal already there; Goals usually, but don't always, specify two Keepers
that, if you have both, you win the game immediately. The
blue-bordered Actions are just that, allowing you to do various
card-manipulating things as a play. Finally and crucially, the yellow
New Rules, able to alter the rules of the game for every player in every
imaginable way, from how many cards you draw, play, or can hold to
whether Keepers are public information and who chooses which of your
cards you play. You can imagine more or less how the game goes from
there, if you've never played: chaos on a platter.
The first new card type Zombie Fluxx introduces is Creepers:
anti-Keepers, things that are very much not fine to have, but
which you end up with a passel of anyway. When you draw a Creeper, it
doesn't go into your hand; it goes immediately into play in front of
you. (You draw a replacement card immediately, which does go into your
hand, unless it's also a Creeper.) All the Creepers in Zombie Fluxx
are, of course, Zombies. There are some rules differences keyed to the
art on the cards - some cards move around the table in the direction
the artwork points when one of their brethren is killed. The
differences are mostly keyed to how many Zombies are pictured, which
can also count for your total number of Zombies for some purposes,
though this is not consistent (we sometimes had to guess whether
total Zombies or total Creepers were intended).
The second is particularly interesting and suggestive of future
directions for Fluxx: the Ungoal, a Goal that, if satisfied, means the
game ends and all players lose. Sadly, there's only one of these in
the Zombie Fluxx selection, a fairly standard
the-zombies-overwhelm-you scenario. (There are, however, ways to win
by having a large number of Zombies despite most of the game's Goals
requiring the winner to have none.)
The new card types aren't the only differences, though. Keepers get a
couple of rules modifications that go beyond the snippets of bonus
rule text we've seen in prior editions: many carry a "POW!" icon which
indicates they can be used to, er, discard Zombies under
certain conditions. (One complaint some of our co-players had during
play was that these conditions are not common enough. You have to
figure that these were kept rare so that Zombies have a chance to
accumulate the way a good zombie horde should, but if we aren't
fearing that threat and are instead simply staring at a bunch of
weapons in our hands and wishing we could unwind a bit by using them,
something is wrong.) These and some entertaining special actions round
things out.
Results
Our initial game, mostly with Fluxx newbies, mostly just proved that
the game is still potentially overwhelming to learn. Normal
people are just not used to making a complete mental picture out of
all the exceptions in their hand, and it doesn't help that what they
want to achieve is always changing. The whole idea of a game as
tactical as Fluxx, where you are only ever rewarded for
things you can do right now, is pretty unfamiliar. We stumbled
through our first game, without any Zombie material per the rules, and
adding the Zombies only made matters worse, or I suppose just as bad
second time around. (To be fair, many players including this author were
in some state or another of inebriation.)
Further, less-inebriated games have revealed that Zombie Fluxx does indeed keep more
of a Fluxx feel than a Zombie feel. Zombies don't generally do
anything to you apart from keeping you from achieving most Goals, and that
feels like the biggest missed opportunity in the game. Of course,
making the Zombie threat a material one would probably require adding
some other game mechanic, like keeping track of how many times you've
"died," or something else; that would make the game less Fluxx and
more something else that runs on the Fluxx "engine." I for one think
that would be very, very cool, but then, I am a huge nerd.
In case you're wondering, the illustrations in Zombie Fluxx are
marvelous and full-color, and the rules are amply explained in a
separate rule sheet. The card headers (which are, and have always
been, the names of the card types, in block letters at the top of the
card) are in a different typeface (the "creepy" kind) for ease of
separation of this card set from others; the card backs are Fluxx
standard.
Conclusions
If you're a hardcore Fluxx fan, you already own Zombie Fluxx. If you're not, you
are either casually curious, a hater, or you're tempted but maybe wish
there were a little more there there. These days I am mostly
the latter. That said, I also bought the thing as soon as I laid eyes
on it, so there's that. The most compelling reason to own Zombie Fluxx
may be to get a look for yourself at the new card types and the ways
they've been used, the better to start using them yourself on blank
cards. Personally I'm tempted to create a kind of collaborative puzzle
game that makes heavy use of Ungoals along with some more complex
Creepers that interact with each other more specifically, the way that
Keepers have for so long. If you're not so much into custom hacks,
Zombie Fluxx stands out as the most casual zombie game that still
feels like a zombie game. Fans of the ongoing Twilight Creations series
of board games should definitely take the opportunity to give the latest
Fluxx incarnation a chance.
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