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182 lines
16 KiB
Plaintext
Episode: 2136
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Title: HPR2136: Fluxx Tabletop Game
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2136/hpr2136.mp3
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Transcribed: 2025-10-18 14:48:03
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---
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This is HPR episode 2,136 entitled Flux Tabletop Game.
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It is hosted by Klaatu and is about 18 minutes long.
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The summary is Klaatu Reviews the card game pirate Flux.
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This episode of HPR is brought to you by AnanasThost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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Better web hosting that's honest and fair at AnanasThost.com.
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You're listening to our proposal for the radio, this is Klaatu episode 3 or 4 of my Tabletop gaming series.
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Today I want to talk about Flux, specifically pirate Flux, but mostly Flux as a card game.
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And Flux, if you've not played it, it's a great way to start with Tabletop gaming.
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Flux is like the, it's the game that you should, it should be the first card game anyone gets,
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really, like it's just absolutely or non-standard card game.
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It's, you know, non-poker deck card game.
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It's just, it's the absolute easiest way to get started with sort of like, you know, alternative
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gaming possible.
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And the reason that it's the easiest way to get started is that the rules are spelled out for you
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as part of the game. It's like you draw, there are rule cards, there are cards with rules on them.
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You set them on the table and that's those are the rules that you play by.
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And as a consequence, the rules are constantly changing because there's not just, you know,
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two rule cards, there's like several cards with rules on them.
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So you, you can draw a card as part of your hand, which introduces a new rule.
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And then you put that rule on the table and now the game shifts such that the goal of the game
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or, or the sequence of play is different.
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So Flux, it's, it's called that, I guess, because the, the rules are constantly fluctuating.
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It's completely, completely variable, completely dynamic.
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So the, you know, when you get the game, it's a very small, it's a smallish deck.
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It's probably again, about 100 cards comes in a small little container, not, not a,
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not a, not a big purchase, you know, it's like something that you can again kind of just throw
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in a backpack and just take with you wherever. But you, you open up the box and the rule sheet is
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like maybe one piece of paper, you know, like a postcard sized piece of paper. And it's, it's,
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I mean, there were very few, it's, I think, maybe it's a bigger piece of paper. Either way,
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it's a really easy way to get started. You just, you read the instructions. It's like, yes,
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shuffle the cards, draw, draw two cards, or, you know, put, put the rule on the table and then
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start playing. Like, that's it. There are, there are some, there are some subtleties.
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There are some different kinds of cards that you, you want to get and, and little, little things
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that you do have to do, but, but generally speaking, it kind of, it, it, it creates its own
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gameplay as you play. Super easy to get started. So, okay, that's, yeah. A good game to start with
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is what I'm trying to get across. The cool thing, the fun thing, maybe the silly thing about flux
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is that there's a bunch of flavors of, of flux. So, if, you know, it doesn't matter what you're,
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what kind of, what kind of fandom you are a part of as it were, there's going to be a flux
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flavor for you. There's space flux. There's pirate flux. There's cthulhu flux. Lots and lots of
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different fluxes. So, it doesn't really matter what, what kind of scene you're into. Like,
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there's probably, at this point, there's probably a, a skin of a flux that will appeal to you.
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The, the thing that, that me and my girlfriend were, we got the pirate flux one, and we got it
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exclusively because it was a two-player game, or it could be a two-player game, and twisted fate.
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It turns out that the first time we played it was with four players because we happened to be
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at a bed and breakfast down on the South Island. And in the evening, we invited the, the bed and
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breakfast owners to a card game and played flux. And it was a lot of fun. I mean, like, it was just
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riotously entertaining. It was just, none of us had ever played it before. And I don't even think
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we'd really played that many sort of themed card games before. Like, so it was, it was a very new
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experience for everyone. And we read over the rules, kind of got the hang of the different kinds
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of cards that there were. And I think there's like three different kinds. There are keeper cards,
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there are surprise cards, and there are goal cards and rule cards. That's four different kinds.
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And in a pinch, you don't even have to read the rules. Like, you can, you can almost just start playing
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the game. So the typical gameplay is that the base rule card is placed on the table. And that's
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always the same. It's draw one card and then play a card. Draw one, play one. That's the base rule set.
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So on your turns, you draw a card from the deck and then you play a card. That is, that's it.
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Now, a card can be, I guess, like I said, four different types. So there's a rule card, which
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you can set down and create a new rule. Like, instead of drawing one, you draw three, or you draw
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four, or you plunder a card from another player at the end of each turn, whatever. It could be a
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goal card, which tells you how, what conditions there are to win. So maybe you need to collect
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a ship, a pirate ship card and an ammunition card. Or maybe you need an island card and a
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robot card, you know, like different, different conditions that say, oh, this person just won the game.
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That's the goal card. There's a keeper card, which is like your treasure, essentially, or sometimes
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it's a curse, but usually it's like treasure, something, something in your hand that you put down
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on the table, face up, and that's what you have in your stash. And ideally, you'll eventually get
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the right combination of keeper cards that matches up with the current goal of the game, and you win.
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It's not always that easy, but that is essentially the goal of the game is to, to collect the
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right number, the right combination of keeper cards that will end up making you the winner.
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And then the other kind of card is a surprise card or an event card, and that lets you do something
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extra, like maybe you can discard your entire hand, or maybe you get to cancel something that
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another player has just attempted to do, or, you know, whatever. It's generally an out of turn,
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you know, you get to spring it whenever you want to, kind of card. So the initial gameplay is
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a little bit slow sometimes. So one of the things that me and my girlfriend do is that we
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we instead of playing drawing one playing one, we draw two and play two straight away.
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That gets the game going a little bit faster, because especially with two players,
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just drawing one and playing one sometimes is just kind of like,
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each player is drawing a bunch of keeper cards and just kind of like waiting for something to happen.
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So speeding that initial rule up helps. But once the game kicks into gear, it's really fun,
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and it's really frustrating, and it keeps you on the edge of your seat, because
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everything's always changing. The rules are changing. The goal is changing. You know, you might
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you might be playing to get whatever, like a ship and a Jolly Roger flag. Like, that's your goal,
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right? Everything seems to be in place, and then suddenly your opponent plays a new goal,
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and now you need a barrel and a bottle of rum, and everything that you've been trying to build up
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completely falls apart. You've been stealing all these cards, trying, you know, set yourself up
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for this one thing, and now all the it's completely different. And it's it's not all just changing
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rules and goals. I mean, there are elements of surprise because there are these event cards where
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you can force a player to walk the plank, which is just fancy pirate flux terms for discarding
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their entire hand. And that could screw them over, because if they've got a hand and they've
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been saving this one special card, you know, for the right moment, now you're forcing them to
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discard it, that could screw up your opponent's strategy, or you might be able to draw cards and
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then distribute them to other players, or you lose all their, you know, you force a player to lose
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all their treasure, their keepers, all kinds of extra little event things. And there's like a captain's
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hat, which grants the player a few privileges under certain conditions, and a treasure map that
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permits players to sort of hide and protect their some of their keeper cards. So yeah, there's
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there are a couple of little mechanics in there that get thrown in to make the game more than
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just kind of a go fish with changing rule game. It's, there's some strategies in there that you
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get to, you get to explore. With pirate flux, also, there's probably the best things that talk like a
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pirate rule, which is if you talk like a pirate for one round, then you get a bonus draw at the end
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of your hand. I don't know if there are equivalents to that kind of wacky rule in the other
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flavors of flux or not, but it was definitely a fun rule to get played in a in a four-player
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setting that was pretty hilarious. So it's a good fun game like it it encourages people to
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just kind of be silly and to and to really just kind of get into the game.
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Are there problems with the game? There are some issues with the game design I would I would
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hazard to say. First of all, the the card game itself burns through cards pretty fast. I mean,
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especially if you've got something like draw for or play for in play, you go through a deck that
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you're rotating through the deck really, really fast, especially with like four players. It just,
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it goes by in no time, which means that you're going to start to see repetition and there are
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expansion packs and I think there are blank card sets so that you can invent your own rules,
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little things like that, but that is a danger, I guess, of just kind of like the basic game
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on its own. It's it's kind of, it goes through cards really, really quickly, potentially,
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and sometimes the freshness does not last for all that long. And yes, the rules are changing
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all the time, but it's it's not really changing all that much if you really think about it. I mean,
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there's really only a couple of different variations that you're going to see. You know, it's like,
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do I draw one or do I draw three or draw four or draw whatever? You know, it's it's like how many
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are you drawing? How many are you playing? And that's really kind of the honestly, that's that's what
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it would boil down to on almost every rule change. I mean, even things that are like you get the draw
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and extra card at the end of your turn. I mean, that's that's great, but again, that's kind of like
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that's another variation on the theme of how many cards do you get to play? So yes, the rules change,
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but after a while you start to kind of get the feel for, you know, the rules don't really change. Now,
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the goals, you know, technically, they do change, but again, it's it's usually the same thing as like
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instead of these two items, you need these two items, you know, that kind of stuff. So it's yeah,
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the rules and the goals change, but it's all within the same vein. I don't know what the answer
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to that is, like, I don't know of a of a very of a I don't know how to make that better. It's just
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something to look out for in terms of when you're playing, especially with two players, that's I think
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that's when the repetition in a card game really becomes apparent as we boil it down to two players
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because it's just, you know, there's there's there's almost a lack of randomness there. It's just like
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these two players that you know, and you know that every con everything that's going to be played
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negatively is going to be against you and everything that's going to be played positively is going
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to be on them. And it's just it's very sort of like it's yeah, it starts to there, there's no
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entropy there, you know, so that's difficult and I don't fault this game really for that. It's just
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something to be aware of. Penalties are sometimes some something that aren't really
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there and I keep trying to think of some way that incorporate a penalty into the game kind of like
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what if you had to talk like a pirate under certain circumstances or maybe you have to
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you know, you have to do some act at some point during the game or else something happens,
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you know, something bad happens to your hand. That there's not really ever any
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any consequence really. I mean there are some cards that you can draw that that do hinder you.
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There's a curse or scurvy I think is what it's called and you can't win if you are holding
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the scurvy card you need to get a citrus card in order to cancel out your scurvy or something
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like that. So I mean there there are things that that sort of go into the negative but it's just
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a couple of things here and there and it feels like there could be more there's a potential there
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I think for something a little bit extra little bit something something to throw some some some
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negative effects into the into the gameplay but again I haven't actually figured anything out
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yet. It would also be interesting I don't know if anyone's done this before and I don't even know
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if it's even possible but I would I would kind of just wonder if you could possibly mix flux deck
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decks like flavors of flux like could you play for instance the pirate flux with the cthulhu flux
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deck you know could you could you mix the decks and have something even wilder and crazier
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something that maybe blank cards could also basically be a substitute for but but it would be
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kind of interesting to see if that was a possibility but I only have pirate flux so I don't know if
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that's even a I don't know how similar they are or how compatible they are but I mean those are
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just critiques that I kind of had to come up with in the interest of coming up with ideas that
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you know maybe ways to make it better overall the games a lot of fun and as a two player game
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it works quite well it's a lot of fun I have no you know nothing really against it it's something
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that that I still play very frequently with my girlfriend and we've had it for like a year it's
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it's you know it's it's one of those that we we come back to very frequently so it's it definitely
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doesn't break with two players it's I'm gonna say it is better with four but but it it totally
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works as two player game it's a lot of fun it's really easy to get started with and it's also one
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of those like it's simple enough that if you're in a group situation and you're not necessarily
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you know people aren't necessarily like hey what should we we should all play a game now what should
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we play it fluxes a pretty easy one just sort of spring on people and and say hey you guys want
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to play a card game this is like really fun and really wacky and and easy and it's you know it's
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kind of like I don't know a safe card game to to start with you know it's kind of like non-threatening
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it's not too geeky you know it's it's it's easy it's fun it's just a wacky party game don't worry
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about it so yeah it's flux I highly recommend it's if if you're new to tabletop gaming or if you
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just want something simple and kind of easy to get started with flux is something to look at
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so go look for a flavor that appeals to you and try it out
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you've been listening to hecka public radio at hecka public radio.org we are a community podcast
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