How to Play Turn It Up to Eleven: Rules and Setup Guide
By Looney Labs - Shop | Published: 2026-10-31
Category: How-to Guides
Turn It Up to Eleven is a five-card expansion for Math Fluxx that adds an Eleven keeper and four number-based goals. Here is how to shuffle it in, set up, and play.
Quick answer
Turn It Up to Eleven is not a standalone game. It is a five-card add-on for Math Fluxx: shuffle the five cards into your Math Fluxx deck, deal as usual, and play toward the new Eleven keeper and the four goals built on 7, 11, 411, 55, and 911.
What the five cards actually add
The pack contains one keeper, Eleven (11), and four goals: Convenience Store (7 11), Information (411), Speed Limit (55), and Emergency! (911). That is the whole expansion, so it changes the goal mix without changing the core turn structure of Math Fluxx.
Because the goals are number puzzles, the expansion rewards players who track which number keepers are already on the table. The Eleven keeper is the obvious target, but several goals also accept two separate 1 cards in place of the number 11.
When the expansion fits and when it does not
Add this pack when your group already knows Math Fluxx and wants a few more goal options with a playful number theme. Skip it if you are teaching the base game for the first time, because the extra goals add one more thing to explain before anyone has learned the basic draw-and-play rhythm.
The expansion is also a poor fit for groups that prefer a single fixed goal. Math Fluxx goals rotate constantly, and these four cards add to that churn rather than reducing it.
Setup and play steps
- Separate the five expansion cards: Pull the Eleven keeper and the four goals out of the pack before you shuffle. Common mistake: mixing them into a different Fluxx deck, where the number goals will not match the keepers. Check that you have exactly five cards before shuffling.
- Shuffle them into Math Fluxx: Shuffle the five cards thoroughly into the full Math Fluxx deck. Because the expansion is small, clumping is easy; deal a few cards off the top and shuffle again if you want a more even spread. A short second shuffle reduces the chance that all five expansion cards appear in one hand.
- Deal and set the goals: Deal the starting hands and place the goal pile as your Math Fluxx rules require. The expansion does not add a separate deck or a new setup step. If your group is new, play one round with the base deck first, then add the five cards.
- Play toward the new goals: On your turn, follow the normal Math Fluxx sequence of draw and play. When a new goal appears, check whether it is one of the four expansion goals and which keepers satisfy it. Announce the goal aloud when it flips so everyone can check their keepers.
- Use the two-1s option correctly: For goals that call for 11, you may use two separate 1 cards instead of the Eleven keeper. Do not treat a single 1 card as an 11, and do not combine the Eleven keeper with a 1 card to reach 12. Agree before the game whether two 1s count, so there is no mid-game debate.
Product facts
- Turn It Up to Eleven: Five new cards: the Eleven (11) keeper plus four goals — Convenience Store (7 11), Information (411), Speed Limit (55), and Emergency! (911). You can plan around exactly five additions, so the expansion is easy to remove if you want to return to the base deck.

Turn It Up to Eleven
