
We Didn't Playtest This at All is so dumb that it goes around the corner and becomes kind of interesting. It's kind of like Fluxx, only with less strategy and coherence (and if you know anything about that game, you know it's already so devoid of strategy as to lack anything like coherence).
Shuffle the deck, deal two to each player, on your turn you draw a card and play a card. Most of the cards can cause someone immediately to win (or lose). E.g., one card requires everyone to make a rock-papers-scissors selection, but instead of matching them against each other, everyone who does "scissors" loses. Only the player of the card knows this until the gestures are made, though -- and, naturally, there are other cards that cause rock or paper to lose.
Some cards do let you set things up a little, maybe; e.g., playing a Bomb card does nothing, except that if there are four Bombs in play, everyone loses. Except also that another card lets you win if there are three bombs in play. In Fluxx, of course, this kind of gameplay is core -- trying to manipulate the game so you win -- but Fluxx is so random your ability to get what you want is pretty minimal. Here, it's basically non-existent; in all likelihood, someone wins with the next card, so really, trying to set something up is a mugs game.
So -- why is that good? Well, it isn't really; I did say this was a dumb game, didn't I? But the cards are entertaining, and a game takes maybe thirty seconds -- maybe a minute or two for a long, drawn-out game. This makes it a perfect game for some circumstances -- like, say, waiting in line, or when waiting for others to finish their damn turn in History of the World or something.
No, it's not a classic; and once you know the cards, much of the novelty wears off. But it's entertaining for what it is, and how many other games can be played in 30 seconds?




















Fluxx!
I think you are too critical of Fluxx. There is no long term strategy, but there is the short term tactic of trying to give yourself as many cards as possible while giving as few as possible to your opponents. This gives you more chances to pull a combination of cards that will allow you to win, while reducing your opponents' chances. It's not deep and complex, but meaningful choices to control card flow occur pretty regularly in the game.
But I like Fluxx
It's fun. But, you know, it's not a strategically deep game. Pretty darn random, in fact.
I think of Fluxx as a rules
I think of Fluxx as a rules based person driven sculpture rather than a game. In that capacity it is awesome. I am keen on the idea of We Didn't Playtest This At All for the name alone. It may also be a cool way to decide who goes first in a real game.