The other card types (in addition to new rule cards) are action cards, goal cards, keeper cards and creeper cards. Action cards you can play during your play turn, and you do whatever they say. Goal cards set the end conditions of the game - whoever meets the conditions set by the current goal card wins. Keeper cards are cards you want to keep - almost all the goal cards have conditions based on having one or more keeper cards, and some of them give you abilities. Creeper cards are cards you don't want to have - you must play them immediately, and if you have a creeper card you can't win unless the goal card includes that creeper card. This was a bit confusing initially, as if you have two creeper cards, you can't win even if the goal card includes one of them. This was really the only point of confusion we had.
In Monty Python Fluxx, some examples of the Keeper cards are Excalibur, Sir Robin, The Resting Parrot and The Holy Hand Grenade of Antioch. Some creeper cards are The Knights Who Say NI!, The Killer Bunny and The Three Headed Giant. All of the keeper and creeper cards are Monty Python references. The goal cards naturally depend on all the keeper and creeper cards, and are also references, such as having a goal condition of having The Knights Who Say NI! and A Shrubbery. The action cards also have some references, such as allowing you to draw 3 cards and play up to 3 of them if you can recite 3 lines of dialogue between two characters from a Monty Python movie. The new rule cards are mostly generic, but I particularly enjoyed, "One, Two, Five" which changes all instances of the number 3 in rule cards to 5.
I'm a casual Monty Python fan, I've seen a couple movies and skits, but I actually don't have every line memorised, and I couldn't benefit from the rule cards that rewarded singing Monty Python songs. The other player was the same. We both had an absolute blast. The Monty Python humour came through loud and clear, and we spent a lot of time laughing at some of the absurd combinations. It also meshed perfectly with the nature of Fluxx I think, as ever changing rules are in themselves a bit absurd. We also played a game of Zombie Fluxx but it was really quite boring in comparison. I'm sure it could have been fun if it was the first game we were playing, but having played Monty Python Fluxx first and spent a good chunk of the play time laughing (don't trust the rated play time, it can be as short as 15 minutes, but you may be spending that much time just gathering yourself from laughter) while zombie movies aren't that funny (although a Shaun of the Dead tie in probably would have been more entertaining). I also say this as a great fan of zombie movies. In Zombie Fluxx it was really just about strategy, but the strategy is dependent on the rules that are in play and the end goals, so there's really nothing you can do to plan ahead more than two moves.
This of course places Monty Python Fluxx squarely as a party game, in which you don't really care all that much who wins (and it doesn't matter, since if you're even a small fan, you'll have a great time). If you're looking for a card game with intricate strategy this is not it, and I don't think any version of Fluxx is.
Since this is my first card game review, I haven't settled in and figured out how I'll be rating them. I gave it a style of 5 because of the laughs, it's really a fun game. The substance of 3 reflects that there isn't so much too the game - you are playing it a bit, but to a large degree it plays itself and acts as a catalyst for entertainment. Obviously you know better than I do what you're looking for in a game, so focus more on the review content than the rating.

