Astronomy Fluxx
I got a new set of Fluxx cards, this time it was the Astronomy pack. Just the planets, some stars, galaxies and space exploration cards. The problem with special media series tie-ins (Star Trek, Doctor Who, etc) is that some players might be huge fans while others know almost nothing about it. This deck was a nice change of pace because all sci-fi fans should be familiar with the basics of real-world space history.
There were no Creeper cards, which was a plus, and we ran through a few hands easily. We did get into a mess where we ended up with the MOST rule cards we've ever had showing at the same time in any Fluxx pack; we had already used up the two cards that can reset the rules, so we were stuck with them.
There were a few odd cards here. One was Supernova, which blew up the Sun and all planets, which made about half of the goals unreachable after that. One was Central Axis which took the largest in-play Keeper of the Earth, Sun, Galaxy set and put it in the middle of the table so that it counted as being in the hand of whichever player was active -- that was a neat twist, and if a player puts down a heavier card in the set, it becomes the Center, and the player who kills that rule gets the current card.
We skipped the Quiz Me card, which was another fine twist, since some of the Goal cards referred to actual events and had the year of the event in the lower right corner; with the Quiz Me card, players are asked to answer the year the events happened, and that would have been a huge advantage to me, so we tossed it.
Otherwise, another enjoyable deck. It was funny how any card that affects planets has a little reminder saying Pluto doesn't count.
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