Trying to describe gameplay is difficult since one of the fun elements of the game is that the winning conditions (Goal) are unknown before the game starts. Not only this, but the rules of the game change as New Rule cards are played.
To begin, each player is dealt three cards. If a player receives a Creeper card, zombies in this variant, the zombie is immediately laid down and another card drawn to replace it.
The Basic Rules card is laid down. That card tells the players to draw a card and play a card. Any one of the cards the player has in hand can be played. Those playable cards belong to one of four types:
GOAL cards, when played, will determine the winning conditions for the game. Playing a new Goal card will eliminate the previous goal (in most cases, depending on new rules currently in force). A special Ungoal card even makes it possible for the zombies to win and all the players lose.
KEEPER cards are used to satisfy the Goal card's winning conditions. For instance, if the Goal is to have the car and the shotgun Keeper cards and a player has played those cards, that player wins.
ACTION cards tell the player to perform a particular action, such as steal a Keeper from another player or discard a hand and draw a new one.
NEW RULE cards modify how the game is played. A rule might now be to draw three cards or to groan whenever a zombie is drawn. A rule of a particular type overrules a previously played rule of the same type, the older rule being discarded. Rules can stack up (though Action cards exist to remove rules).
The Creeper cards, zombies in this case, also have their own rules. The zombies come in singles, pairs, trios, and quartets.
The constant shifting of the rules and goals makes for insane game play. Add in the "anti-Keeper" Creeper cards and this version of Fluxx is even nuttier than the original.
PROS:
* No round of this game ever plays the same twice.
* Game length varies due to the combined effects of New Rule and Goal cards.
* Utterly unique gameplay makes the game fresh for seasoned card players.
* The frantic nature of play with changing rules and goals makes for some real nailbiting.
* One of the best games out there for severely sticking it to other players.
* The humorous illustrations on the cards and the sheer inanity of some of the goals, rules, and actions keeps people laughing--or groaning.
* Fluxx expansion packs will work with Zombie Fluxx, too. (Though Zombie Fluxx has color illustrations on the card fronts, while the other Fluxx card images are B&W line drawings.
* Simple enough for kids ages 8 and up.
* Dude, it's got zombies!
CONS:
* Though definite strategies exist to play for a winning hand, they are all too easily undone by some of the Action cards and Goal changes, making the game a little too random for some players.
* The cards, though sturdy, could still use a linen finish (although this would make them look different from older expansion pack sets.)
* Should the rules pile up (more than five or six), people often forget to abide by all of them. This is especially true of younger players.
* Despite simple gameplay, the complexity of variations of rules, actions, and goals can bewilder players unfamiliar with the game (though repeated play will break them in quickly). Many of the cards have explanatory text that should be read to all players or else they will not follow what is going on, especially if unfamiliar with the game.
* Serious card players won't see the sense in a game like this.