Showing posts with label Looney Labs. Show all posts
Showing posts with label Looney Labs. Show all posts

Saturday, December 5, 2009

Martian Fluxx -- a Creepy version of the game!

Martian Fluxx contents
Copyright Looney Labs


I'm a serious fan of wargames and simulations, but I also have a definite weakness for silly multiplayer card games and there are few sillier, but great multiplayer, games than the Fluxx series of games from Looney Labs.


The fundamental structure for all versions of Fluxx is extremely simple. You deal out three cards to each player and they start laying by following the Basic Rules: Draw a card and then play a card (following the instructions on that card, if any).


The key cards in Fluxx are New Rules, marked in yellow, that change or add to the Basic Rules. They may change how many cards, you draw or play introduce new rules such as a limit on how many cards you can have in your hand. New rules take effect immediately, so if you play a Play 3 card as your first play you can now play 2 more cards from your hand. These might include Action cards, marked in blue, which allow you to perform the action listed on the card such as draw more cards or trade hands with an opponent.


At the start of the game you don't even know what you have to do to win. You find out when someone plays a Goal card, marked in red, which might say that whoever had 10 cards in their hand wins. Most, however, center on having certain Keepers, marked in green, the fourth type of card in the game, played on the table in front of you.

Zombie Fluxx introduced a new type of card called the Creeper, marked in black, which is basically an anti-keeper. If you have a Creeper in play in front of you you can't win, even if you otherwise meet the conditions of the Goal currently in play. Unlike most other cards, if you have a Creeper you must put it in play instantly in front of you. It's not all bad news, though, because occasionally a Goal may actually require a certain Creeper to win. The Creeper idea has been popular and shown up in every version of Fluxx published since Zombie Fluxx came out and was even retrofitted back to the basic Fluxx game when its 4th Edition came out, so it can be considered a core element of the game

Martian Fluxx brings the role of the Creepers to a whole new level. In previous versions Creepers were pretty uncommon -- just four cards in Fluxx and seven cards in Monty Python Fluxx, for example. But Martian Fluxx has 14 Creepers, most of which are Pathetic Humans. Yes, in Martian Fluxx the players are the Martians, out to invade the earth with flying saucers, ray guns, mother ships and abduction chambers, with just the Pathetic Humans, their Army and the Germs standing in the way. There's even a small chance the humans will win. One of the cards is an Anti-Goal card called Retreat and if its stiff conditions are met the Invasion is called off the Martians retreat in defeat!

It's all good fun and demonstrates the flexibility of the Fluxx game engine, which seems adaptable to any theme so long as there's some silliness involved.

Like all versions of Fluxx the game is very easy to teach (although so chaotic that some folks will need a game or two to wrap their minds around it), very quick (half an hour or less), and very scalable (the box says up to 6, but I've managed 7 OK). It's one of the very few games that someone can join in-progress (just deal them 3 cards and they are in).

While all Fluxx-series games have the same art on the back, and could theoretically be mixed together, the trend with the latest themed versions has been to discourage that. Martian Fluxx explicitly says that the theme of Martian invasion doesn't fit in well with the other themes, and shouldn't be mixed with other decks.

I haven't played every version of Fluxx (others are Eco-Fluxx and Zombie Fluxx), but every version I've played has been a hoot, so it's highly recommended.

Thursday, October 29, 2009

Looney Labs casts its first stoner



In an interesting development, Looney Labs, best known for its loopy card game Fluxx and the various Pyramid games has started a whole new game company to market adult-themed games. Turns out Andy Looney (yeah, really his name) is a marijuana legalization activist, as well as game designer but felt that there was a growing conflict between his light-hearted Looney Labs line of game products (like Family Fluxx) and his activism on the marijuana issue. So he decided a clean break was in order, hence the new imprint Fully Baked Ideas.

The initial product for the new line is a new edition of Stoner Fluxx, which is, naturally, a pot-themed version of Fluxx. Stoner Fluxx is being removed from the main Looney Labs line and won't be mentioned on its Web site or catalog.

Given how crazy a Fluxx game is anyway, it might very well be even more amusing to try playing it while stoned. Looney reports they're working on a drinking-themed version of Fluxx as well, although I suspect more than a few game groups play an alcohol-enhanced version on their own anyway.

(Optional explanation -0- skip if you know how to play Fluxx) Fluxx is a card game of ever-changing rules. The game starts with just two rules: Draw a card and then play a card. But new rules can be played that change those rules or add to them. Some cards are Actions that allow you to do certain bonus things. Other cards are Keepers, which are played in front of the player and other cards are Goals, which specify the current winning conditions -- which usually involve having particular Keepers in play. A (usually) bad kind of card is a Creeper (a sort of anti-Keeper), which prevents a player from winning -- unless a Goal says otherwise! It' s all gloriously chaotic and occasionally confusing, but a lot of fun.

It will be interesting to see how this initiative pans out, but I think there's a growing sense among the public that the so-called war on drugs has been an irredeemable failure and medical-use marijuana has increasing support as well. This may be an issue of, er, growing relevance in the future.

Friday, May 29, 2009

Looney-ness

Looney Labs sounds like the lair of a mad scientist you might find in a pulp sci fi or spy novel. The kind where all sorts of bizarre events with unexpected consequences might occur.

Well, you will find bizarre events with unexpected consequences in all the games from the fertile mind of Andrew Looney, whose name would surely make a good case study for the proposition that your name may influence your life choices.

My first introduction to Looney-ness was with the card game Fluxx, which set the pattern of a game with a very simple premise and rather sparse rules that ends up having a surprising amount of fun play with surprising twists and turns. The one thing Looney games do NOT reward is the kind of meticulous planning and optimised play that euro gamers seem to love. In spirit Looney's games are closer to wargames or traditional family games where luck can upset, or at least complicate, the best-laid plans.

In Fluxx the basic rules to start with are just two. On your turn you draw a card and you play a card. There isn't even a "victory condition" to start with, which is perhaps unique. Among the cards that you can play are "Goals" which specify what the winning conditions are. In most cases these comprise holding a specified pair of "Keepers," which are another card you can play. For example, in the Goal "Winning the Lottery" a player wins by having the Keepers Dreams and Money in play on the table in front of you.

Along the way the rules of the game can change through the play of "New Rule" cards, which might change the number of cards you draw, how many you play, how many you can hold in your hand or other aspects of play. And just to boost the level of chaos, there are also Acton cards, which are one-off special events such as "Jackpot!", which allows you to draw three more cards or "Steal a Keeper" which lets you take a Keeper that's in play in front of another player and put it in play in front of yourself.

While most goals involve having a certain pair of Keepers, there are also goals that revolve around different things such as having 10 cards in your hand or "Peace (no War" where a player with the Keeper "Peace" wins so long as the Creeper "War" is not on the table. Oh yeah, Creepers. These are a fairly recent addition to Fluxx, having first appeared in Zombie Fluxx but now migrated into the main game. A Creeper is sort of an anti-Keeper, which generally prevents a person from winning. So, for example, even if you had the Keepers Dream and Money on the table you wouldn't win with the goal Winning the Lottery if you also had a Creeper (say, the "Radioactive Potato" in front of you.)

And there's more, but you get the idea. Obviously long-term planning is not feasible in this game. There's little sense in plotting a clever plan to meet some goal that's on the table when it's likely to change several times before it's even you turn to play again. Instead the game rewards opportunism and a general tolerance for chaos. Often enough one of your plays will cause someone else to win. But it is great fun and a game that's very accessible to younger players and people who don't play a lot of games.


The basic Fluxx game has spawned a whole line of expansions and themed decks. There's Zombie Fluxx, with its undead theme, Eco-Fluxx, Family Fluxx and even, in a truly inspired match between game play and theme, Monty Python Fluxx.


Looney Lab's other games show the same kind of chaotic sensibility. For example, there is Treehouse, which uses simple pyramid playing pieces in three sizes to create an intriguing game of pattern matching. Player's try to arrange their three pyramids to match a black "House" set of pyramids. They aren't completely free to do so, though, because they have to act according to the roll of a special die, which tells the player whether he can Tip, Dig, Hop, Aim or Swap pieces. The sixth face of the die is Wild, which allows the player to choose any of those actions. If a player can execute an action with his own pieces he must, even if it's a disadvantage. If he can't perform the action with his own pieces he can choose to do it to the House configuration, which could mess up someone else's plans. A player can also choose to leave the House pyramids be and pass. If, however, it's not possible to use the rolled action with either your pieces or the House pieces then you have to roll again until you can act on your own or the House pieces.



Again, there's a lot more going on this this game than it first appears. Even though there are just three pyramids in a player's formation and just five possible actions the possible combinations add up and there are a lot of choices to be made. Again, however, long-range planning is difficult and the most important thing is to try to keep your options open so you can pounce when the opportunity for a win presents itself.


Those same pyramids feature in a number of other games that Looney has designed. For example, World War 5 is a Risk/Diplomacy-style game of world conquest that uses three Treehouse sets-worth of pieces and a world map. Players control armies of small, medium and large pyramids. During his turn the player can increase the size of an existing army, create a new small army, move an army to an adjacent territory or across a sea lane or launch an attack against an enemy occupied territory. Battles are resolved by a simple comparative roll of the dice. A large army rolls three dice, a medium one two dice and a small army just a single die.

The game is won by occupying all three territories in a single continent outside of your home continent. A player can be eliminated if he has no pieces left in his home area. The game has just one page of rules, and not in small type either. Yet again there's a lot of interaction and a game full of twists and turns. It all happens fast, so there will be plenty of time to start a new game and seek your revenge!

Looney's approach isn't for all tastes. Players with a low tolerance for luck or who derive their satisfaction from seeing carefully crafted plans bear fruit will find the games very frustrating to play. But those who enjoy a more free-wheeling style of game will like any of Looney's designs.