Gameplay

Apr 08, 2008 11:14

I was just discussing with rosefox (locked link here for my reference) that Magic: The Gathering, Fluxx, and Robert's Rules of Order all have a similar gameplay/mechanic. Specifically, the issue is figuring out which cards to play in what order, and then resolving which actually take place first. In Magic you have "first-in-last-out" and fast effects; ( Read more... )

games, me, mood, robert's rules of order, gaming, geekery

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Comments 15

spazzy444 April 8 2008, 15:33:19 UTC
I <3 Fluxx =)

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zandperl April 8 2008, 15:37:22 UTC
I find it kinda strange which of my friends do and don't like it. My CTY (nerdcamp) friends and their friends seem to love it, while T$ and his friends don't. Last time I played it with CTY-friends-of-friends though, after half a game the guys were yelling at me that I must have played Magic a lot and I think they quit playing with me after that one game. :-P

Seriously, I consider the game mechanics halfway between Magic and Uno, and I know if/when I have kids I'll be making them play it. It's not nearly as random as it seems on first playing, and it's a good example of how random chance and logic can combine to get the desired results.

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the_xtina April 9 2008, 01:05:23 UTC
Fluxx is fantastic, especially after a session of Settlers of Catan.  "Rules rules rules omg rules... ah, fuck it."

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jrtom April 8 2008, 16:26:24 UTC
You left out Nomic. :) (Not quite the same thing, but it's definitely a game with metalevels whose main focus is the manipulation of the rules. Someday I'm actually going to get people together to try playing that.) And, come to think of it, Mao.

I've played all three of these (although I'm not experienced at RR); it's interesting to me that it never occurred to me to compare MtG and Fluxx. I like the _idea_ of Fluxx quite a lot...but it feels to me like a game that isn't very well balanced and that (as a result of this and other things) doesn't really live up to its potential.

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zandperl April 8 2008, 17:06:04 UTC
Haven't heard of Nomic before.

My main beef with Fluxx is the randomness of it. People often win by mistake from others' actions. The randomness makes it a good party game though, rather than a strategy game.

Mao, Fluxx, Uno, and RR have similarities that M:tG doesn't share with Mao, IMO. The game mechanic that I enjoy is not actually the manipulation of the rules and deciding which ones to enforce, but instead the fact that the *sequence* or *order* of playing the cards is crucial to the outcome of the situation. RR doesn't have as much of the sequencing as it does decision of which to enforce I guess, so perhaps it's closer to Mao than it is to M:tG.

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jrtom April 8 2008, 17:31:20 UTC
Nomic is fascinating from a conceptual standpoint. Don't know how well it works as a game, though, to be candid.

I agree re: your assessment of the main problem with Fluxx. It's frustrating that a lot of the time you actually have little or no control over events. I've occasionally considered rules revisions to address this problem, but haven't really experimented with it.

I'm of two minds about the complexity of MtG that comes from the sequence dependency. I guess the short version is that I'd be happier about it if the sequence dependencies were less complicated, or at least expressed compactly on the cards somehow. MtG sometimes requires a lot of specialized knowledge of rules and constraints that are hard to research.

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seekingferret April 8 2008, 20:45:54 UTC
Nomic seems to work well as an online game- I'm told there are play by email versions that have been running for years and years. In person, it's maybe too complicated to play, unless you have a LOT of time on your hands and a group of people with phenomenal attention spans.

We play an abridgement of Nomic called N from time to time, which strips out all the complications of Nomic and reduces it to simplest form:
1. The object of N is to win.
2. Play moves in a circle, with each person taking a turn.
3. On a person's turn, they propose a rule. If a majority passes it, it's part of the rules.

It's easy to explain, it's easy to start, and it can rapidly spiral out of control, especially if alcohol is involved.

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best_ken_ever April 8 2008, 17:20:27 UTC
I'm going to be a jerk and point out that you can't cast Fireball on someone else's turn or in response ("on the stack") to another fast effect, as it is a sorcery. You could replace it with Lightning Bolt, though, and your example works.

I think I would like Nomic more if I were more creative.

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jrtom April 8 2008, 17:32:48 UTC
I'm rusty on MtG, but I think you're right...although I also have the feeling that there's a card that lets you cast a sorcery as an instant. (Granted, you'd have to play it first.)

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zandperl April 8 2008, 19:19:39 UTC
Heh. Hence my "as far as I can remember the rules" note at the top. :-P

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