Future printings have been revised to:
Play all but 1 of your cards. If you started with no cards in your hand and only drew 1, draw an extra card.
That avoids this situation.
Do you play it and win instantly or do you wait your turn?
The cards have to be on the table, so in this case, sounds like you need to wait until your turn - you can't play the necessary Keeper when it's not your turn. Once you play it (on your turn), you win instantly.
In a different situation, though, you could win instantly, for example if the Goal ...
Option A, the player should draw an extra card. Here's why: The Poor Bonus happens at the start of a player's turn. Since the player already drew for Poor Bonus, and removed the Poor Bonus after the draw, that card is fully resolved. But the Draw X cards always say to draw extra cards during a turn, so the player would need to draw one more card to meet that ...
Does Player A win or does the game continue?
In case of a tie, continue playing until a clear winner emerges.
There's clearly a tie in the number of Keepers, so you must continue playing.
Player A is not the player with the most Keepers. He's merely a player with the most Keepers. It is explicitly stated that the game does not end in the event of a tie.
This is answered in the online Fluxx FAQ:
Q: Suppose the rule is Play 2 and for my second play I change the rules to Play 3. Do I play one more card or am I done because I played 2?
A: All rules take effect immediately, so you would need to play 1 more card because the rules at that point had become Play 3.
I had to pull out my deck to check this one, but I believe you win in this case!
The reason is the wording at the top of every action card (emphasis mine):
"To play this card, do whatever it says, then place it on the discard pile."
So, technically, action cards are still in your hand until you've performed the action they tell you to do. So ...
Since the dutch fluxx card says "the one with the most keepers can play one more card" (as opposed to must play one more card) then it would be that player's choice if they want to play the last card or not.
The key is in the compulsion, since "can" is not compulsory. It is possible that the wording in dutch has different compulsory connotations, but based ...
There's a modicum of skill involved. You can do some things to increase the odds that random draws will go your way. Any or all of these could be used to augment Basic Player's behavior.
Recognize that some keepers appear more often in goals. Prioritize The Brain and generally anything to do with food.
Playing keepers toward the current goal is usually a ...
You lose. This scenario is addressed specifically in the game's official FAQ:
Q: How does 10 Cards in Hand work in conjunction with Trade or Rotate Hands?
If you and an opponent each have 11 cards in your hand, and you play Trade Hands, would you win because after the card’s effect occurred you had 11 while the opponent had 10, or would the opponent ...
This is the answer from Loney Labs (Alison Looney)
We would rule that you can use the power of a Keeper as soon as you
play it. There's no way it would depend upon keeper or hand limits,
or play rules. Your turn is not over until you have taken all
optional extra actions, including those based on special Keeper powers
and extra actions on Rules. ...
What will happen is Player A will pass his hand to Player B (should be 2 cards since Player A would have had 0 cards to start the turn, drew 3 and played 1) and since no other player can have cards due to the hand limit Player A gets no cards in return. Once the cards reach Player B's hand the hand limit will kick into action and force him to discard both ...
If you look at the text on the card you will notice that the instructions are broken up into 3 sections. What this says to me is that first everyone will draw a card and if they get a creeper they will put it into play and draw a replacement card. Once everyone has drawn the card the next section will happen which causes all creepers in play to be discarded. ...
The most logical way of doing it would be to end the turn with 3 cards in hand. This is because "Get on with it" always requires you to have at least one more play, and it still causes your turn to end. There is no reason for a Play All to effect the card any differently than any other Play X rule.
Mixing Fluxx sets is fun, but it will:
probably make the games take longer since you have half as much chance of getting a relevant keeper. The more sets you add the lower the chances of getting the card you want will be. With 3 decks your chances are 1/3. With 4 decks your chances are 1/4. And so on. [Thanks to @SocioMatt for encouraging this ...
No. Play All replaces the Play One, or any associated play rule cards.
Of the many New Rule cards in Fluxx, there are several archetypes, including: Draw, Play, and Hand Size. Each are categorically separate from the others, which is why each directs you to discard any previous associated rules.
No, they do not win.
The Looney Labs FAQs include a question about timing issues:
Q. Does the total effect of playing a card have to be resolved before checking for win conditions, or could someone win partway through?
A: As a matter of fact, yes, in Fluxx all consequences of a card play are considered to be functionally simultaneous, so there are a lot ...
I would say option A. The card drawn from poor bonus is described as an "extra card", so I don't think you would think of it as "poor bonus is in play, so for me, draw 4 is really draw 5." Rather, it's "draw 4, then draw an extra card".
However, I do not believe this is something that is specifically addressed in the rules, so you would either need to ...
Normally, if a player has a creeper in play that player cannot win even if they meet the requirements for winning.
If the requirements for winning also require 1 or more creepers (such as in the War=Death goal) the player can win if they have those creepers, and must have those creepers in order to win, however if the player also has any other creepers (...
It can count as the Finger of God for the purposes of Goals AND for having the ability.
I actually thought the answer was no, but in hunting for a source, I was corrected! So, yes, the card does have the Finger of God's ability as well. (The official FAQ seems to be down, but it was mentioned in this post on BGG.) This seems contrary to the ...
In Fluxx what you do on your turn all depends on what the rules currently are so there is no one clear answer that can be given. If there is a rule in play that requires you to play multiple cards then the card you are talking about counts as just 1 of your actions and you need to continue, if there is not a multiple card play rule in effect then you are ...
Your sister is correct. The Fluxx rules do say that "as soon as someone meets these conditions, they win!"
I don't think this should be an issue, it requires her to find the "play all" (or play 3, etc.) card and there are plenty of ways you can disrupt her strategy:
Change the rules so that there is a hand limit
Change the rules to increase the play limit
This is not address specifically in the official Fluxx FAQ
With the card as written in that edition, you should be able to do this.
It's worth noting that the word "exchange" doesn't matter here, because it's only used in the name of the card, not in the text of the effect.
Another card that has been renamed in newer editions shows that the name of a card ...
Yes you can. The action clarifier makes sure the card is not overpowered--there have to be reprecussions. For the card "Excalibur," the reprecussion is that you can only play it on your turn. For "Finger of God," the reprecussion is that it goes back into your hand. Since you have to wait until your next turn to play it again, it is what keeps it in check.
New Rules take effect immediately. Your turn is over after you have completed all the required rules and you have chosen not to perform any optional actions.
The Online FAQ and the rules both tell you that new rules take effect immediately (I didn't quote the rules pdf, but look under New Rule:, and also gives blue example boxes)
Q: Suppose the rule is ...
From a discussion on BGG http://boardgamegeek.com/thread/917715/multiple-creeper-question
Q:Can a single keeper have more then one creeper attached? Evil/Malfunction, two Brain Parasites, etc.
A:Yes, as long as both Creepers are allowed to attach to the card, there can be two Creepers attached to the same card.
Q:Also, do you choose which ...
This is answered in the Fluxx FAQ:
if you have 3 plays left, you get to draw 3 cards, even if you only have 1 card left in your hand. Of course, now you’ve used up your plays, so you can’t play any of those cards on the current turn.
Based on the wording of the card, and a strict interpretation of the rules, yes.
To be more specific, if the rule "Play All" is in effect and your daughter has played the "Finger of God", she may choose to smite a Creeper in play and, in doing so return the FoG to her hand, where she must, at some point in her turn, play it again.
At which point, she can ...