Showing posts with label looney labs. Show all posts
Showing posts with label looney labs. Show all posts

Saturday, 4 April 2015

Pirate Fluxx: The Ever-Changing Pirate Card Game

If you ask any gamer to reel off a handful of quick, casual games, there's a very good chance that Fluxx will be on the list.  Love it or loathe it, Fluxx has become one of the staples of the gaming world since the release of the original version of the game way back in 1997, and has spawned a number of themed sets (14, at the latest count!).
In this article we'll be swashing our buckles, hoisting the colours, and dunking the ship's biscuits, as we take a look at Pirate Fluxx from Looney Labs.


As with all Fluxx games, Pirate Fluxx is a casual, competitive card game for 2-6 players.  In the same way as we did with our reviews of Zombie Fluxx and Star Fluxx, we won't be going into the basic Fluxx ruleset here, as it's identical in every version of the game.  If you haven't played any version of Fluxx before then we'd highly recommend starting by reading our Monty Python Fluxx review, as we detailed the full rules here.
Instead, we'll be looking at some of the additions to this version of the game, and how well the pirate theme is brought to life.

If you've played Star Fluxx or read our review (and if you haven't, then why not? Seriously, we gave you a link just above, you have no excuse!) then you'll know that version of Fluxx tipped it's hat to a lot of franchises, from Hitchhikers Guide to the Galaxy, to Star Wars via 2001: A Space Odyssey.  We might as well start by pointing out that Pirate Fluxx is not franchise-based, so you'll find no Jack Sparrow, no Dread Pirate Roberts, and no Guybrush Threepwood here.  In fact it's not even historically-based, so don't expect to see Blackbeard or Calico Jack showing their faces either.

Sorry, Guybrush, you and your woodchuck have no place here.

It's not all doom and gloom though.  Even without some of popular cultures greatest piratical personalities, Pirate Fluxx still takes players across the seven seas, with ships, rum, gunpowder, treasure and citrus fruits!


As with all themed Fluxx decks, the chosen theme comes through strongest with the Keepers (and, subsequently, the Goals).  Whilst there are pirate-specific New Rules and Actions, the majority of these two card types are still the same as the other Fluxx decks, but the Keepers are all piratical.  Amongst the Keepers in Pirate Fluxx, players will find a wide selection of 'booty' cards, such as doubloons, emeralds and pearls, and a range of fine sea-faring vessels, from mighty frigates to humble dinghies.  They'll find rum, they'll find parrots and monkeys, the king's colours and pirate flags... basically if it's a part of pirate lore, it's probably represented in the Keepers somewhere (except for the governor's daughter, but Pirates! Card Game called dibs on her already).
As with Star, Zombie and - to a lesser extent - Monty Python, some of the Keepers in Pirate Fluxx have special rules, and the way Looney Labs have written these really does make the pirate theme stand out nicely.  For example, there is a New Rule card called Plunder, which allows players to steal a Keeper from an opponent once during their turn.  However, if a player has the Cutlass Keeper then they're (almost) safe from plundering.  They can still be plundered from if the plundering player has the Flintlock Pistol, as flintlock>cutlass.  To trump everything, however, if a player has the Captain's Hat then they can plunder from anyone, and similarly cannot be plundered by anyone (it's important to respect the chain of command).  This makes the Captain's Hat a highly valued commodity in Pirate Fluxx (in no small part due to the fact that the other players are required in the rules to refer to its owner as 'Captain'), and we've been involved in games which have gone on for far longer than they should have, with the Goal being completely forgotten about in favour of fighting over the coveted hat!  One of the most heart-breaking moments as the reigning captain is seeing the malicious look of joy in an opponent's face as they play the Mutiny! card.


Other piratical cards are interspersed throughout the deck.  Whilst Fluxx staples such as Draw 3, Play 2 and Steal a Keeper are still part and parcel of the game, cards like Mutiny! and Walk the Plank! continue to keep the pirate theme running.  But our favourite card in Pirate Fluxx (possibly second favourite - that Captain's Hat is pretty darn cool), and the one which most heavily brings a pirate atmosphere to the gaming table is a New Rule...


In a similar fashion to Monty Python Fluxx's Outragous Accent New Rule, Talk Like a Pirate rewards players for, well, talking like a pirate!  Whether slurring their way through their best Jack Sparrow impression, or "Y'arr!"-ing their way through a turn, players get to draw additional cards for putting on a pirate voice, and for keeping it going uninterrupted.  In our very first game of Pirate Fluxx, one player's phone rang and - unwilling to lose the +1 bonus for maintaining their pirate voice - they answered the phone in pirate character and confused the hell out of the sales caller on the other end of the line.


As with most variations on the game, Pirate Fluxx is not without its Creepers; cards which prevent players from winning the game.  However, it's very Creeper-light, with the two above being the only ones in the deck.  Not only that, but they're actually incredibly easy to get rid of compared to most Fluxx Creepers, with Scurvy being removed by the mere presence of citrus fruit Keepers, and Shackles having the option of being bought off with a booty Keeper.  Not only does this quicken the pace of the game, but it also makes it a lot more accessible to the younger gamers in the family, who may otherwise get frustrated with the unshakable Creepers in other Fluxx games.

So that's Pirate Fluxx!  We've always been very open about the fact that we fall into the pro-Fluxx camp, and Pirate certainly doesn't fail to disappoint.  The light-hearted nature of the classic game still shines through the piratical paint-job, but at the same time the pirate theme isn't lost - this still feels like a piratey game, as opposed to just a game with some pirate words on the cards.

The Good Points
  • Each card tells the player exactly what they have to do with it, and so it's a very fast game to pick up.
  • It's a nice compact game, and can easily be taken to a park or pub to play with friends.  Nothing is needed except for the cards in the deck.
  • Pirate Fluxx manages to keep both the feel of Fluxx and the feel of a pirate game, so you'll get precisely the game you hope for out of this.
  • The low number of Creepers and the ease of discarding them makes this a good version of Fluxx for younger players as well as adults.
  • With the right number of players it's quite a quick game to play, and is good to wrap up a heavy gaming session.
The Bad Points
  • As with other Fluxxes, Pirate Fluxx is largely a game of chance, and this luck-based system will not appeal to all.
Recommended Number of Players: 3
Fluxx decks are always good wind-up or wind-down games on any gaming nights.  Pirate Fluxx loses a little of the fun with just 2 players, but with 4 or more (the box advertises 2-6) it can start to drag on as players forget their own Goals and desperately vie to just keep eachother from winning.

Average Game Time: 20 minutes
Pirate Fluxx is difficult to put an average game time on due to its random and unpredictable nature.  We've played games which have been over in a matter of minutes, and some which have gone on for over an hour.  20 minutes is a good, solid, average time though.
...unless everyone is squabbling over the Captain's Hat, then you should steel yourselves for a 3 hour epic!

Replay Value: High
Pirate Fluxx is an excellent wind-down game, and with it being an enjoyable yet generic theme, it's a lot of fun to keep returning to.

The Future: n/a
Each version of Fluxx is its own game, and as such the contents of the box are all you'll ever get of Pirate Fluxx.  However if you've enjoyed the mechanic then there are several other themed Fluxx sets to choose from, including Zombie Fluxx, Oz Fluzz, Martian Fluxx, Cthulhu Fluxx and Stoner Fluxx.

Price: £12
Pirate Fluxx will set you back roughly £12, which is a thoroughly decent price for a stand-alone card game.  The various Fluxx sets seem to be standard fare in most specialist game shops, so even if they don't have the set you're after then they should be able to get their hands on it quickly.



OVERALL SCORE: 8.5/10
 Tea consumed during this review: Tetley Redbush, 2 sweeteners and a dash of lemon.  Brew Rating: 8/10


If you enjoyed this article and want to see more of the same, come and like us on our Facebook page to keep up to date with our reviews, as well as our general day-to-day ramblings!

Thursday, 14 November 2013

Star Fluxx: The Ever-Changing Card Game... In Space!

In our last post we mentioned some of the games we have our reviewing eyes on for the coming weeks.  Well since then we've actually managed to get our filthy mitts on a few more games to add to our ever-growing review pile, so we thought we'd start the ball rolling with something nice and casual; Star Fluxx, from Looney Labs.
 
 
Star Fluxx is one of the most recent additions to Looney Labs' flagship card game, and in a similar manner to Zombie Fluxx or Pirate Fluxx, it follows a genre as a whole, rather than carrying the licence of a specific franchise (as with Monty Python Fluxx).  At its core it still runs off the same rules and mechanics of the original Fluxx, and so in this review we'll be focusing on the Star Fluxx-specific themes and new mechanics, rather than giving our usual walkthrough of the basic rules.  For those unfamiliar with Fluxx as a whole, our review of Monty Python Fluxx addresses the overall gameplay.
 
So as we mentioned, Star Fluxx covers a theme rather than a franchise, and (as you may have already guessed) that theme is science fiction films and television shows.  However, Looney Labs haven't let the absence of a franchise licence impede their choice of themed cards, and they've cleverly found ways to fit some of the most popular films/shows into the deck...
 
 
When releasing any product based on big cult sci-fi series, most fans would probably be that one of the big two has to be Star Trek.  Without making any specific references to any of the series or films, Star Fluxx has managed to make enough references to this cornerstone of the sci-fi world to keep fans happy.  The typical starship crew is all present and accounted for on the Keeper front, with The Captain, The Engineer, The Scientist, The Doctor, and even the Expendable Crewman - who must be the first to 'die' should an opponent ever steal or force a player to discard one of their keepers.  The Cute Fuzzy Alien Creature (a Games & Tea favourite) is a clear reference to the troublesome tribbles from the original series of Star Trek, spending the game happily wandering around the tabletop, and never going into the discard pile.  On top of these there are Goals such as Landing Party and Seeking New Civilizations, and Actions such as Beam Us Up!, which also represent their chosen franchise to varying degrees.
 
 
The other of the big two has, of course, to be Star Wars, and is also represented in force (see what we did there?) in the deck.  Whilst not as Keeper-heavy as their Star Trek counterparts, there are some wonderful Star Wars references amongst the goals in particular, such as The Power of the Dark Side, These Aren't the Droids... and That's No Moon... whilst the likes of Laser Sword and Unseen Force bulk out the Keeper pile, and Admiral Ackbar's infamous "It's a trap!" exclamation is represented by the Surprise card It's a Trap! (surprisingly!).
 
 
Whilst those two certainly make up the majority of the themed cards in Star Fluxx, there are a number of other franchises which make their way into the deck...
 
 

 
Fans of British science fiction will be pleased to see Douglas Adams' The Hitchhikers Guide to the Galaxy represented (albeit lightly) by Forty-Two, The Intergalactic Travel Guide and I'm Depressed, whilst ongoing hit Doctor Who has a handful of cards in the shape of Time Traveler, What Doctor? Where? and the slightly more subtle Sonic Sledgehammer.
 
 
There are a few cards representing some of the older classics of the sci-fi world, such as the two above which represent the old Lost in Space series, and The Monolith flying the flag for 2001: A Space Odyssey.
In addition to these franchise-specific cards, Star Fluxx also features a lot of generic sci-fi cards, including laser pistols, space stations, moons, and alien cities, so even players who aren't too savvy on these franchises can still enjoy a decent little sci-fi game.
 
One of the interesting additions to Star Fluxx over Looney Lab's previous instalments, is the wider introduction of special abilities on Keepers.  This was touched on lightly in Monty Python Fluxx and Zombie Fluxx, but with Star Fluxx they've quite happily run with the idea and pushed the boundaries a little.  The Captain allows players to steal other crew members from their opponents, the Laser Pistol allows players to kill Creepers, and the Holographic Projection even allows players to win the game using their opponents' Keepers!  The expansion of this mechanic causes Star Fluxx to lose some of the more casual nature of its predecessors, but in return it becomes a slightly more tactical game, and here at Games & Tea we found the exchange to be a favourable one.
 
 
Creepers are back again, having been standard fare since Monty Python, although in far fewer numbers than the colossal Zombie Fluxx.  Star Fluxx has introduced a new mechanic with it's Creepers though, by causing them to attach to Keepers and remain with them until discarded.  For example, the Brain Parasites above attach themselves to any Keeper with a brain...
 
 
...so as soon as something like the Bug-Eyed Monster becomes available, the Brain Parasites attach straight onto it, neutralise any abilities of that Keeper, and remain attached.  This further increases the tactical element of Star Fluxx, by effectively taking some Goals out of the equation, making players think more cautiously about the order in which they play their cards, and making some Keepers prime targets for discarding or giving away to opponents.
 
Surprise!
 
There's one additional card type which we need to mention; the Surprise card.
 
 
These were first introduced in Pirate Fluxx (which we will be reviewing in due course), and make their return here.  Whilst they work the same way as Action cards in the players' own turns, Surprise cards are the first Fluxx cards which can also be played in an opponent's turn.  These can be used to cancel Actions, to remove a Goal, or to prevent Keepers from being stolen.  These don't so much increase the strategic edge in the same way that the previously mentioned mechanics do, but instead are more about increasing the length of the game.  This may prove to be a divisive idea, as casual games like Fluxx are often prized for their shorter length, so whilst hardcore fans may enjoy longer games, less committed players may find these to be something of a drag.
 
The Good Points
  • Each card tells the player exactly what they have to do with it, and so it's a very fast game to pick up.
  • It's a nice compact game, and can easily be taken to a park or pub to play with friends.  Nothing is needed except for the cards in the deck.
  • There are enough franchises references in Star Fluxx to keep most sci-fi fans happy.
  • Star Fluxx is a little bit more tactical than previous Fluxx incarnations, which may be able to sway the opinions of some of its critics.
  • With the right number of players it's quite a quick game to play, and is good to wrap up a heavy gaming session.
The Bad Points
  • Whilst slightly more tactical than other Fluxxes, Star Fluxx is still largely a game of chance, and this luck-based system will not appeal to all.
  • There simply aren't enough cards in the deck to cater to all franchises, and fans of some series (such as Battlestar Galactica or Buck Rogers to name but two) may feel a little bit cheated.
Recommended Number of Players: 3
Fluxx decks are always good wind-up or wind-down games on any gaming nights.  Star Fluxx loses a little of the fun with just 2 players, but with 4 or more (the box advertises 2-6) it can start to drag on as players forget their own Goals and desperately vie to just keep eachother from winning.
 
Average Game Time: 20 minutes
Star Fluxx is difficult to put an average game time on due to its random and unpredictable nature.  We've played games which have been over in a matter of minutes, and some which have gone on for over an hour.  20 minutes is a good, solid, average time though.
 
Replay Value: High
Star Fluxx is a good game, and not overly long.  It's appealing theme and wide range of franchises make it enjoyable to go back to, and it's probably the most-played of all the Fluxx decks here at Games & Tea.
 
The Future: n/a
Each version of Fluxx is its own game, and as such the contents of the box are all you'll ever get of Star Fluxx.  However if you've enjoyed the mechanic then there are several other themed Fluxx sets to choose from, including Zombie Fluxx, Oz Fluzz, Martian Fluxx, Cthulhu Fluxx and Stoner Fluxx.
 
Price: £12
Star Fluxx will set you back roughly £12, which is a thoroughly decent price for a stand-alone card game.  The various Fluxx sets seem to be standard fare in most specialist game shops, so even if they don't have the set you're after then they should be able to get their hands on it quickly.
 
 
 
OVERALL SCORE: 9/10
 
If you enjoyed this article and want to see more of the same, come and like us on our Facebook page to keep up to date with our reviews, as well as our general day-to-day ramblings!

Friday, 8 November 2013

Coming up soon...

Good evening, ladies and gentlegamers!  It's been a couple of busy weeks outside of the world of board gaming.  We've been re-discovering our tabletop love, swelling our Khador ranks in Privateer Press' Warmachine, picking up the Children of December crew for Wyrd Miniatures' Malifaux, picking up some more Batman goodness for Knight Models' Arkham City, and picking up a sizeable beginner force of Brotherhood for Prodos Games' Mutant Chronicles Warzone Resurrection!  Yep, all in all it's been a fairly crazy couple of hobby weeks!
 
Will we be writing up blog entries about any of these systems?  We will not.  Our original mission statement was to make Games & Tea a board/card game blog, and that's exactly how we intend to stay.  If you are interested in reading about any of the above systems, then we'd thoroughly recommend checking out our good friends over at The Hobbynomicon, as they're much more into the tabletop scene than we are.
 
Our rediscovery of all things tabletop has not caused our board game love to wane in the slightest, however, and even though it's been a good few weeks since our last review (the wonderfully non-PC Cards Against Humanity), we just wanted to reassure our readers that we have a whole host of wonderful things to bring you in the world of reviews...
 
 
The most recent addition to our review stack is Fantasy Flight's Arkham Horror, a classic Lovecraftian game and staple of many gamers' collections.  We may be late to the party with this one, but we're certainly looking forward to bringing you our thoughts on it.
 
 
Next up we have Star Fluxx from Looney Labs.  In the past we've brought you reviews on Zombie Fluxx and Monty Python Fluxx, and anyone who's read these will know that we have a bit of a soft spot for what is ultimately one of the Marmites of the gaming community.  Unlike some of its predecessors, Star Fluxx does not fit a specific theme, but instead touches on the sci-fi genre as a whole, and we'll be talking to you soon about just how well Looney Labs have managed to pull that off.
 
 
Sticking with the sci-fi theme for the moment, we have our review of Wizkids Star Trek Attack Wing to bring you.  This game is built around Fantasy Flight's Flightpath system, developed for their Star Wars: X-Wing Miniatures Game, and so the two play very similar.  In order to include some of the technologies from the Star Trek universe however, the gameplay has been tweaked slightly.  We concluded that X-Wing plays nicely as a game straight out of the box, so stay tuned to see whether or not Star Trek Attack Wing manages the same feat!
 
 
And finally, the game we're most excited about: Mantic Games' Deadzone.  This is fresh from Kickstarter, and due to arrive with us at the end of the month, courtesy of our FLGS Titan Games.  Deadzone, whilst really more of a tabletop system, looks set to bridge the gap between board game and tabletop wargame with it's fluid mechanics and complete starter box.  Much like with Wyrd Miniatures' Puppet Wars, we'll be looking at this with a board gamer's eye and seeing if it plays well straight out of the box, or if it needs to be augmented with further purchases.
 
So that's what you can expect from Games & Tea in the coming months!  On top of this there will be the continuation of the Diary of a Roleplay Beginner, with the introduction to a second roleplay system set to stir things up on that front in a few weeks!
 
For now though, we hope you're still enjoying Games & Tea, and happy gaming!