*Disclaimers* This is my first review and I have never played any form of Fluxx before.
Packaging: The game has a normal double deck card box with decent artwork on it. Definitely a more enticing package than the normal Fluxx games. However, as other reviewers have stated, I think this would have been better packaged in a single deck box so the it did not need to be split when being put away.
Components: You get 100 cards for your purchase and a double sided rule sheet. The cards are of decent quality with passable artwork throughout. The Keepers just have mediocre throughout but it is useable so I can't complain much. The Creeper cards have much better artwork with nice cartoony drawings of zombies.
Rules: I haven't played any other Fluxx but the rules were very easy to pick up and I had no trouble learning the game as I went. The only part that could have been spelled out clearer in the rules is that Zombies and Creepers are not interchangeable. I needed to pick this up from the context of one of the cards which said it counted Creepers and not Zombies. A simple line in the rules would have really made it easier to understand.
Gameplay: As far as I know, the gameplay is identical to Fluxx but with the addition of Creepers and Ungoals. Creepers automatically go into play when they are drawn and are then replaced with additional draw. Thus it is possible to draw and play numerous Creepers in a row. The only real game effect of the Creepers is to prevent you from winning though there are a few win conditions that require Creepers. The new Ungoals are endgame conditions that cause everyone to lose if the conditions are met. During the games I played, these were never really close to completion and were only played when somebody needed to play their whole hand. You are never that far away from winning in this game so I see no reason to ever force eveyone to lose.
Fun: I enjoyed playing the game and would definitely play again. There is really no skill or strategy involved, most of the time the cards give you an obvious course of action (ie. "If I play this card John wins, so I will play this other card instead). It might take a little too long for what it is, but after three plays I would still play the game again. The game might not mesh well with AP type players, as one of the guys playing spent inordinately long periods of time determining which cards to play. And this was on turns where he had to play ALL OF HIS CARDS anyways. He could not handle that there was almost no strategy in the game and kept wanting to make the game a lot more difficult than it is.
7/10: Recommended as a light filler when played with the right crowd.






















