In this special Patreon episode, host Alvin Turgfort welcomes viewers to watch the group play Star Trek Flux, a themed version of the Flux card game based on the original Star Trek crew. The host thanks Patreon supporters for enabling such content and hints at future interactive opportunities. The participants, including Keith, who has prior experience with regular Flux, begin by learning the game’s basic rules: shuffle the deck, deal three cards to each player, and select a starting player. As they play, they discover new rules through the cards themselves. The game features various card types: yellow cards are new rules that take effect immediately, blue cards are actions played on a turn, pink cards are goals (with only one active at a time), and green cards are keepers. The discussion covers mechanics like rule overriding, single-use action cards, and special icons for crew members and equipment, which add thematic complexity. The episode captures the group’s initial confusion and learning curve, including questions about instant effects and card limits, but they quickly adapt. The segment concludes with a note that the gameplay will be followed by a discussion of their reactions, and they express enthusiasm to play again, inviting viewers to potentially join in future sessions. Overall, the episode blends gameplay, education on the rules, and community engagement for Patreon supporters.
[MUSIC] >> Welcome out to a very, very special episode with Alvin Turgfort. This is for our Patreon folks. Thank you so much for supporting us and the things that we do, and allowing us to do more for you, including sporting the mothership. And so we're happy to have you here to watch us hang out with us as we play Star Trek Flux. You're going to watch us play and then come back and listen to us talk about it. And hey, drop us a line. Maybe you can play with us the next time. Sport alert, we had a good time playing it, and we want to play it again. So, thank you again, Patreon folks. This is Star Trek Flux, and it's Alvin Turgfort. >> Okay, we're going to play Star Trek Flux, which is a version of Flux with the original crew. Now I'm going to check out for Sulu on the front cover, but that's okay. We've got some expansions where I can play that. None of us have ever played this game. Keith has played regular Flux. >> And there are plenty of other specialized property Fluxes, different IPs and so forth to have different flavors to it. >> So the basic rules, as we've determined, are shuffle the deck, deal three cards to each player, and choose someone to go first. Keep this current on the table, so deal three cards to each player. And those are the rules, and we're going to see more rules as we play the game. So we'll film us playing the game for you, Patreon people. And then we'll also fill my reaction to it later. We'll talk about it. >> So these cards we just played, we take turns going first. Any of these are like instant effect, do they get played before? Everybody gets a turn? >> Well, I mean, usually it'll tell you something of that effect on the card itself. >> Well, I've got one that says instant effect, and I was wondering if, as we're dealing, if we start that or not. >> What color is it? >> Yellow. >> All right, it might, does it say anything? >> So yellow is new rule, new rules take effect immediately. >> I feel like Bill Maher. >> Blue is action, so those will be doing my turn. But so since we're just starting with the dealing, would they still take effect immediately, or would they wait till my turn to take effect? >> Probably, I was thinking you would go first anyway, since you're really looking for that as well. But it's probably, does it say, usually? >> So it says, going first, the dealer goes first, she's a clockwise. It does not say in that first turn, if something, if, like, so I guess you would wait till your first turn. >> That makes sense, yeah, I mean, instant effect is probably, if you've drawn the card, instantly you have to do use it. >> So it's what a rule contradicts the card already and play the old rules discarded, so we know that. New rules override basic rules, and they're placed overlapping on this, depending on how it is. We're trying to get the keepers that we play face up in front of us to meet our goals, which we'll put in the center of the table. The goal cards are pink, keepers are green, blue are actions and yellows are rules. >> Can it be multiple goals at the same time, that's the thing that you don't know? >> I believe so, no, it says, discard the previous goal, if any. So we can only have one goal at once. >> Interesting. >> At first, there will be no limitation to the number of cards you can hold in your hand. >> Okay. >> Or are we together, or each other on our own mission. >> No, this is on your own. >> Okay, the point is to either get the goal, or yeah, I think that it's only two, which whatever the goal is. The rules only affect you, and it's not your turn, so you can ignore them until your turn ends. When someone plays a new limit rule, other players must immediately comply with the restriction, discarding their cards of their choice as needed. Action cards are single use, and then discard, and then there's some additional stuff. So, there's also special icons, crew member. So any keeper marked with this icon can be used when a crew member is called for, and equipment. Any keeper, these are green types of cards. The mark of this icon is equipment, which means it can malfunction. And then there's meta rules, and angles, and surprises, and creepers, but let's just kind of get into it. >> Yeah, some of these are variations that were not in other versions I've seen. So that's part of the deal. We know you have whatever flavor you have from the universe. >> So the rule, initial rules are draw one, play one. I'm going to draw one first, and then I'm going to play the text instant effect. This doesn't count as my play one, I don't think. But this says, creepers do not prevent you from winning, which sounds like a pretty good rule to me. Because I guess creepers could prevent you from winning, but now they can't. >> So you would probably put it here. >> Okay. >> Yeah, so if there's a different play or a different draw. >> I got you, I got you. Ooh, so this one's a good card, I'll hang onto that, and then the two actions. >> No, wow, that one's interesting. And then this card is right out of Spock's brain, brain transfer, and let's say we have to switch. If I play it, I have to switch seats with someone at the table, leaving my hands. We're leaving our hands, and then we take each other's hands.
Podcast Summary
Key Points:
The transcription is from a special Patreon-supported episode featuring the game "Star Trek Flux" with host Alvin Turgfort.
The participants are learning to play Star Trek Flux, a themed version of the Flux card game, with the original crew; none have played it before, though Keith has played regular Flux.
Basic rules are explained
Card types are described
Key mechanics include
The episode includes gameplay footage followed by a discussion of the experience, with an invitation for viewers to join future games.
Summary:
In this special Patreon episode, host Alvin Turgfort welcomes viewers to watch the group play Star Trek Flux, a themed version of the Flux card game based on the original Star Trek crew. The host thanks Patreon supporters for enabling such content and hints at future interactive opportunities. The participants, including Keith, who has prior experience with regular Flux, begin by learning the game’s basic rules: shuffle the deck, deal three cards to each player, and select a starting player.
As they play, they discover new rules through the cards themselves. The game features various card types: yellow cards are new rules that take effect immediately, blue cards are actions played on a turn, pink cards are goals (with only one active at a time), and green cards are keepers. The discussion covers mechanics like rule overriding, single-use action cards, and special icons for crew members and equipment, which add thematic complexity.
The episode captures the group’s initial confusion and learning curve, including questions about instant effects and card limits, but they quickly adapt. The segment concludes with a note that the gameplay will be followed by a discussion of their reactions, and they express enthusiasm to play again, inviting viewers to potentially join in future sessions. Overall, the episode blends gameplay, education on the rules, and community engagement for Patreon supporters.
FAQs
Star Trek Flux is a version of the Flux card game featuring the original Star Trek crew, with themed cards and rules.
Shuffle the deck, deal three cards to each player, and choose someone to go first, with play proceeding clockwise.
Yellow cards are new rules that take effect immediately, blue cards are actions played on your turn, pink cards are goals, and green cards are keepers.
No, only one goal can be active at a time. When a new goal is played, the previous goal is discarded.
Other players must immediately comply with the restriction, discarding cards of their choice as needed.
Some keepers have a crew member icon, usable when a crew member is called for, and an equipment icon, which means the keeper can malfunction.
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