Star Fluxx has a number of cards that end up being quite powerful and can throw chaos into a game that seemed to be almost over. Most of these cards are either Actions or Surprises and can thus only be used once for each time they are drawn. However, the two Keepers, The Computer, and The Unseen Force seem to provide decisive long-term advantages.
The Computer - If you have this card on the table, Draw and Play one extra card per turn. Also, you may exceed Hand and Keeper Limits by one.
Unseen Force - *If you have this on the table, once per turn you can steal a card chosen randomly from another player's hand, and add that card to your own hand.
I come from a long history of playing control decks in Magic: The Gathering and so I try and dig deep into the strategy of how to accrue small advantages and deal with random elements in card games. Star Fluxx has significant random components to the point that sometimes a player can win in a single turn when no one suspected that they were even close to victory. To me, this suggests that the best strategies will be those that rely on drawing more cards than your opponents and playing more cards than your opponents, rather than striving for any specific combination of cards or rules.
I have a small sample size, but I have only lost 1 game where I controlled The Computer or The Unseen Force for more than 2 turns (I have won the other 5). Star Fluxx, though, is more about having fun through narrative and social interaction than min-maxing. The problem I am running into is that these cards seem to reduce the fun that the other players are having because they recognize that they're being slowly ground into a defeat.
Have you had the same experience with these 2 Keepers? Have you instituted any house rules to modify these cards?