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Fluxx: The Board Game

Fluxx: The Board Game Rulebook

Table of Contents

Table of Contents

  • How is this different from the card game?
  • Number of Players
  • Object of the Game
  • Who Starts?
  • Setup
  • The First Rule Change Is Free
  • Turn Sequence
  • Plays
  • Moves
  • Types of Cards
  • Types of Spaces
  • Bumping
    • Example
  • Special Moves
  • Adapting to Rule Changes
  • Maxed Out Pegs
  • Hand Limit
  • Collecting Goals
  • How to Win

How is this different from the card game?

If you already know how to play Fluxx, here are the key changes and new things you'll need to know about. Obviously, there's now a gameboard, made up of tiles that will change positions as the game proceeds. Players now control three pieces that they move around on the tiles, seeking to occupy the two spaces shown on the current Goal. Instead of winning instantly by meeting the Goal, you now collect several Goals, which you display in front of you (like Keepers). The deck contains four types of cards: Goals (as just described), Actions (which work as expected), Leapers (which allow you to freely jump one of your pieces to the space depicted), and New Rule cards. Rule cards do not accumulate in a disorganized cluster, as they do in the card game; instead, you discard them to move a peg on the rules pegboard. Every possible rule change has a peg, and almost everything else is subject to change – including the color of the pieces you control. However, while the number of Goals you must collect to win can be altered during the game, no one can take away a Goal that you've accomplished.

Number of Players

2 - 4

Object of the Game

To be the first person to collect the required number of Goal cards.

Who Starts?

Whoever says, "I'm going first!" first, goes first!

Setup

  • Pegboards: Place a peg into each of the left-most positions for the seven rules on the rules pegboard. Then place a peg into the spot marked "3" on the win pegboard, or the "4" for a longer game.
  • Tiles: Place the Start Tile in the center of the table. Mix up the eight gameboard tiles and place them randomly around the Start Tile so that together the nine tiles form a big square.
  • Colors: Determine a color for each player. Place the color cards in front of each player, and place all three of their pieces on the Start Tile (leave unused color cards in the box).
  • Goal Stack: Look through the deck for the first five Goal cards you find. Give the stack a shuffle, then place these five cards face up on the "Place Goals Here" space of the win pegboard.
  • Cards: Shuffle the deck and deal out three cards to each player.

The First Rule Change Is Free

Before the game begins, everyone gets one free rule change of their choice. Going in turn order, each player chooses one of the pegs on either of the pegboards to move one notch to the right (or up if moving the win peg). You can move any peg you want, even if it's been moved before, however, you cannot reverse a previous player's move. All players must move a peg.

Turn Sequence

On your turn, look at the rules pegboard and then do the following:

  1. Draw the number of cards indicated.
  2. Play / Move the number of times indicated.
  3. Discard to the Hand Limit required, if any.

Plays

You can play cards and make moves in any order, including alternating between the two. Just make sure you keep careful track of how many moves you've made and how many cards you've played, so that you perform the required numbers of each. Some cards may indicate they can only be played either before or after making all your moves.

Moves

You may divide your moves between your pieces in any way you wish. For example, when the move setting on the rules pegboard is at three, one piece can move three spaces; three pieces can move one space each; or one piece can move one space and another piece can move two spaces.

No diagonal moves are allowed.

You must make all of the moves you are able to make – no passing.

Types of Cards

  • Action: Actions trigger interesting events. Just do whatever the card says, then place it on the discard pile. Everything that happens as a result of an Action card (including use of other cards) is considered part of one "play."
  • Leaper: When you play a Leaper, move one of your game pieces directly to the space shown on the card. If another piece is already there, that piece is moved back to the Start Tile, unless the space is an octagon or Portal. Using a Leaper card counts as a play, not as a move.
  • New Rule: When these are played, the rules of the game are instantly changed. Shift the appropriate peg on the pegboard, place this card on the discard pile, and proceed.
  • Goal: When a new Goal is played, it is added to the top of the stack on the pegboard. Whenever a player meets the conditions of the topmost Goal on the stack, they take the Goal and keep it displayed in front of them until the game ends. To win, you will need to collect several Goal cards.
  • Color: Each player gets one of these cards at the start of the game and keeps it on display to remind everyone what color they are using. Don't get too attached to your color – it may change during the game!

Types of Spaces

  • Start Tile: All pieces start here. Pieces can only be moved out of the Start Tile by following one of the four exit arrows. However, pieces can move (or be bumped) back onto the Start Tile from any space adjacent to the Start Tile.
  • Pictures: These spaces, each of which features a different iconic image, can only contain one piece at a time.
  • Octagons: These spaces have no occupancy limit. Any number of pieces can be placed on one octagon space at the same time.
  • Portals: Two tiles contain a symbol that represents a Portal. These spaces are connected by a magical secret passage. Whenever a piece moves onto a Portal space (either by a move or by being bumped) it is instantly moved to the other Portal. This magical movement does not count as one of your moves; however, it does require one move to travel to the other Portal if your piece starts out on a Portal space. Portals also have no occupancy limit.

Bumping

Picture spaces can hold only one piece at a time. Consequently, in order to move into an occupied space, you must bump the piece from that space to an adjacent space.

A piece may be bumped into any unoccupied adjacent space (or an octagon, Portal, or Start Tile) other than the space from which the bumping player moved. If there is nowhere to bump the piece, you may not move into that space. This rule applies to the spaces through which the piece in play moves, not just the space where it lands. In other words, you may not pass through, or jump over, a piece that blocks your way. Yes, you can bump your own pieces.

Example

Let's look at a sample move. The red player moves a piece into a space occupied by a yellow piece, which causes the yellow piece to be bumped to another space. Where can the yellow piece be moved to?

Yellow cannot be bumped forward, since that space is a wall, nor can it be bumped back into the space the bumping red piece is vacating. The spaces in the other two directions are OK because one is empty and the other is an octagon, which isn't restricted.

Special Moves

Depending on how the rules have been changed (as reflected on the rules pegboard) you may have the option to rotate a tile, uproot a tile, or to move your pieces wraparound-style.

Whenever rotating or uprooting a tile, take care to ensure that any pieces on the tile stay on their spaces.

  • Rotate: Rotating a tile uses one move. Any rotation amount (90, 180, or 270 degrees) is allowed.
  • Uproot: Picking up a tile and moving it to another spot (called "uprooting") also uses one move. When you uproot a tile, you must preserve its orientation. You cannot uproot the Start Tile. You cannot end your uproot action unless side-to-side connections exist between tiles such that every tile can be reached from the start tile. (The rules sheet shows examples of legal and illegal placements.)
  • Wraparound: When this option is on, pieces may move off one edge and reappear in the spot on the other side.
  • Leaping Gaps: If the wraparound option is on, it is also permissible for pieces to leap over any gaps that have formed between tiles after uprooting.

Adapting to Rule Changes

When you increase the number of cards drawn per turn, you draw an extra card to make up the difference. However, you don't have to give back cards you have already drawn if you lower the draw setting. The same is true of plays and moves, in that you don't have to "take back" plays or moves that you have already taken, if those settings are lowered. However, if you lower the play or move setting before you have taken all your plays or moves, you complete the remainder of your turn according to the new lower setting.

Maxed Out Pegs

If a New Rule card tells you to shift a peg forward, but the peg is already at the maximum setting, nothing happens. However, if it says to choose between shifting it forwards or backwards, and only one is possible, you must make that change. You also must make the change anytime it says to toggle.

Hand Limit

The Hand Limit rule restricts the number of cards you can hold in your hand when it isn't your turn. When the peg is in its first position, there is no Hand Limit; otherwise, you must immediately discard all but the number of cards shown, unless it's your turn. You can ignore the Hand Limit until your turn is over, but then you too must comply by discarding down to the indicated limit.

Collecting Goals

To collect a Goal, your pieces must occupy the pair of spaces shown on the card. Any time – including during other players' turns – that your pieces are in position to meet the requirements of the topmost Goal on the stack, you take that card and keep it in front of you for the rest of the game.

It's permissible to look through the stack (without changing the order of course) but only the Goal on top is eligible for collection.

If all the cards in the Goal stack are gone, it simply remains empty until more Goals are played.

How to Win

To win, collect the number of Goals currently shown on the win pegboard. As soon as one player has the number of Goals indicated, that player wins, unless two players achieve this at the same time, in which case the game continues until a single player has more Goals than anyone else.