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用户:ColorfulGalaxy/Fluxx

来自希顶维基

Shidinn Alphabet Fluxx (this list is incomplete)

#[1] Name Type Card Lore Example Notes
1 Basic Rules Meta Rule Draw 1vPlay 1 NOTE: Standard Basic Rules card currently included with Fluxx decks.
1 Keep Going Meta Rule The game doesn』t end when someone achieves the Goal. Instead, they claim the Goal card and place it in front of them. That player must also discard all of the Keepers they used to meet the Goal, and their turn ends immediately. All other cards remain in play, and the game continues. When it』s time to stop playing, the player who has collected the most Goals wins. NOTE: This Meta Rule first appeared in Math Fluxx v2.0.
1 Special Keeper Powers Meta Rule If this meta rule is in effect, you can use the powers marked by ★.
1 Light (b) Keeper
1 House (p) Keeper
1 Door (m) Keeper
1 Mountain (w) Keeper
1 Hair (j) Keeper
1 Wheels (q) Keeper
1 Fire (x) Keeper
1 Flower (y) Keeper
1 Bird (n) Keeper
1 Road (z) Keeper ★Once per turn, you can move a Keeper you have to another player.
1 Foot (/ts/) Keeper ★If a player does any action that steals or discards one of your Keepers in play, they must choose this card instead (if you have it on the table).
1 Stone (s) Keeper
1 Head (r) Keeper
2 Void (nasal sibilant) Keeper
1 Metal Keeper ★If you have this on the table, once per turn you can swap Metal with a Keeper another player has.
1 Weapon (l) Keeper ★Once per turn, you can discard a Keeper from the table during your turn.
1 Earth (d) Keeper
1 Death (t) Keeper ★Once per turn, you can discard a Keeper (other than Death) you have in front of you. ★If Death is the only Keeper you have on the table, you can discard it. ★You can't win if you have this card on the table unless you can use it to fulfill the Goal. Despite functioning like a Creeper, this card is not a Creeper as it can stay in a player's hand.
1 Cattle (g) Keeper
1 Ants (k) Keeper ★If you have this card on the table, you can discard Cereal if you have it in play.
1 Cereal (h) Keeper
1 Farmland (4) Keeper ★If you have this card on the table, you are allowed to exceed Hand limits and Keeper limits by 1.
1 Factory Keeper ★If you have this on the table, once per turn you can steal any one of these: Stone, Metal, Wood, Silk, Bamboo.
1 Beast (v) Keeper ★If you have this on the table, once per turn you can steal any one of these: Foot, Head, Heart, Flesh, Hand.
1 Heart Keeper
1 Spade (7) Keeper
1 Fish (B) Keeper
1 Wood (c) Keeper
1 Cave (f) Keeper
2 Shirt (u) Keeper
2 Silk (a) Keeper
2 Mouth (o) Keeper
2 Flesh (e) Keeper
2 Water (E) Keeper
2 Woman Keeper
2 Love Keeper ★If you have Man or Woman on the table, once per turn you may steal Woman or Man (respectively) from your opponent.
2 Food Keeper ★If you have this on the table, once per turn you can steal any one of these: Bird, Cattle, Beast, Fish, Mouth.
2 Air Keeper
2 Bamboo Keeper
2 Eye Keeper ★If you have this on the table, once per turn you can take a card chosen at random from an opponent's hand, look at it, and return it.
2 Hand Keeper ★If you have this on the table, once per turn you can take a card chosen at random from an opponent's hand, look at it, and set it face down beside you - this card is added to your hand at the end of your turn.
2 Jewel Keeper
2 Man Keeper
1 Cliff Keeper
3 Language (i) Keeper ★If you have this on the table, once an opponent tries to take a card chosen at random from your hand, you can deliberately choose one instead.
1 Wild card Keeper This card counts as any single letter when checking for winning condition.
1 Five different letters Goal The player with a valid Shidinn word of five or more different letters in front of him on the table wins.
1 Trochee Couple Goal The player wins with two different trochaic Shidinn words in front of him. The words may share letters. For example, if a player has Farmland, Love, Heart and Air, they can win with  and . The name of the card, "Trochee Couple", is a trochee couple.
1 Iambic words Goal The player wins with two different iambic Shidinn words in front of him. The words may share letters.
1 Amphibrach Goal The player wins with a group of letters that forms an amphibrach word in Shidinn.
1 Anapest Goal The player wins with a group of letters that forms an anapest word, such as .
≤1 Dactyl Goal
1 Surrounded Word Goal The player wins with a word with a surrounding radical, such as , , , . Stand-alone surrounding radical word such as  doesn't count.
1 Anagrams Goal The player wins with a group of letters that can form at least two valid Shidinn words using the letters in the group. For example,  is an anagram of .
1 Name of a Letter Goal The player wins with the full name of a Shidinn letter (hidden vowels are omitted) in front of him. For example, - (or -! if you have the Negation promo card), - (this may require wild-cards), -, etc.
1 Current Location Goal The player wins with the one-word name of the province (, , , , , etc.)[2] you are currently located.
1 Current Septenary Month Goal The name of the current month in the septenary calendar (, , , , , , , )[3]
≤1 Current Decimal Month Goal
≤1 Current Duodecimal Month Goal
1 Double Letters Goal The player wins with any word with two neighboring identical letters, such as .
1 Letter Run Goal 4 consecutive letters of the alphabet. "b" is also considered as the letter immediately after "i".
1 Nasal Vowels Goal The player with 3 different nasal vowel letters (Bamboo, Eye, Hand, Jewel) in front of him wins.
1 Nasal Consonants Goal The player with 4 different nasal consonant letters (Door, Bird, Void, Metal, Weapon, Factory, Beast) in front of him wins.
1 Labialized Consonants Goal The player with 4 different labialized consonants (Factory, Beast, Heart, Spade, Fish, Wood) in front of him wins.
≤1 Five Circles Goal The player with 5 circles on the table in front of him wins. The letters "Light, House, Wheels, Earth, Cattle, Silk, Mouth, Air, Eye" each has one circle. "Hand" is considered to have two circles.
1 Four Elements Goal The player with 4 different elements (Fire, Wood, Light, Earth, Air, Water, Void) in front of him wins.
≤1 Surrounding Radicals Goal The player with different surrounding radicals (House, Door, Road, Death, Factory, Air) in front of him wins. (citation needed)
1 Number Lookalike Goal The player with 5 different number-lookalike letters (Eye, Cliff, Bamboo, Jewel, Farmland, Factory, Air, Spade, Hand, Wheels) in front of him wins.
1 Body Parts Goal The player with 4 different letters representing body parts (Hair, Foot, Head, Heart, Mouth, Flesh, Eye, Hand) in front of him wins.
1 Animal Kingdom Goal The player with 4 different of these (Bird, Cattle, Ants, Beast, Fish, Woman, Man) in front of him wins.
≤1 Farm Goal The player with 4 different of these (Wheels, Flower, Earth, Cattle, Cereal, Farmland, Spade, Man) in front of him wins.
≤1 Feminine Objects Goal The player with 4 different of these (Hair, Flower, Metal, Silk, Water, Woman, Love, Jewel) on the table in front of him wins.
1 Pair of Two-letter Words Goal Any two two-letter Shidinn words (Keepers may not be re-used between the two words)
1 Palindrome Goal A palindromic word with three or more letters.
1 Player's Name Goal Any word that appears in the name of anyone currently playing in the game (such as )
1 Silent Farmland Goal Any word with three or more letters containing a silent "".
1 Draw 2 New Rule
1 Draw 3 New Rule
1 Draw 4 New Rule
1 Draw 5 New Rule
1 Get On With It New Rule
1 Hand Limit 3 New Rule
≤1 Keeper Limit 3 New Rule
1 Keeper Limit 4 New Rule
1 Keeper Limit 5 New Rule
1 Keeper Limit 6 New Rule
1 Play 2 New Rule
1 Play 3 New Rule
≤1 Play 4 New Rule
1 Play All New Rule
1 Play All But 1 New Rule
1 Word Bonus New Rule Free Action Once during your turn, if you can make a valid Shidinn word with 3 or more of your Keepers, you may draw 1 card.
≤1 Inflation New Rule
1 Cereal Bonus New Rule If a player has Cereal on the table, each player gets to draw 1 extra card and play 1 extra card during each turn.
1 Semivowel Bonus New Rule If a player has Shirt or Language on the table, the players who don't get to draw 1 extra card and play 1 extra card each during their turn.
1 Animal Cycle New Rule Between-Turn Event All players move their keepers simultaneously in the following manner: If Air is on the table, Bird is moved to the next player; If Earth is on the table, Ants is moved to the next player; If Farmland is on the table, Cattle is moved to the next player; If Mountain is on the table, Beast is moved to the next player; If Water is on the table, Fish is moved to the next player. This card is inspired by the "Orbiting Planets" card in the "Astronomy" deck.
1 Discard and Draw Action
1 Double Take Action Steal 2 Keepers from in front of other players and place them in front of you. These Keepers may be from different players or from the same player.
1 Draw 2 And Use Them Action
1 Draw 3, Play 2 of Them Action
1 The Eraser Action Discard two Keepers from the table. These may be from two different players or from the same player. You must discard two Keepers even if you must choose Keepers of your own.
1 Everybody Gets 1 Action
1 Jackpot! Action Draw 3 extra cards.
1 Let's Simplify Action
1 Rules Reset Action
1 Take One, Trade One Action
1 Trade Hands Action
1 Trash a New Rule Action

Category:希顶游戏

sorry i didnt remember the exact category name, i google translated and translated back and get a red link

  1. Absolute frequency
  2. Side note: Due to this card, games played in Taiwan Province can end a little more quickly than those played in some other places, because (1) the place's name only has 2 letters; (2) the "t" card, which normally prevents victory otherwise, is part of the goal. (citation needed)
    On the other hand, a player in Heilongjiang Province may still get stopped from victory by "t" despite already having Cereal and Water.
  3. The game may end a bit more quickly during the Earth month, as the "Death" card, which would prevent victory otherwise, is required.