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Chez Geek Ideas

Yesterday evening was planned to be restful, and even when Dan called, needing an escape from home and wanting to play some Chez Geek, it pretty much stayed that way. The worst of Vickie's hacking cough virus has passed, but I kept her supplied with coffee while Dan, Gav and I played cards and rolled dice.

At the end of the evening, the three of us lads were talking about card ideas for the blank cards that come with Chez Geek and its expansions. We were trying to come up with a new Job or two, and thought of a Sales Assistant (sort of like what Boots is doing now), and assembled a rough idea of its Free Time, Income, Slack Goal and unique bonus.

Vickie and I are going to play Shadows of Undrentide today, and while walking to the store to get Vickie some fresh batteries for her cordless mouse, I came up with this card idea:

Leave Loading
Whenever
Your next Income is raised by 3; however, you can only use your Free Time to play Activities next turn. Cannot be played if your Job is Slacker, Drummer or Temp.
"They give you a bonus for taking a holiday? Dude, they really don't like you..."

UPDATE: Here are some contributions from the pevious incarnation of the web log:

I just changed the card idea around so it's simpler to play. The old card write-up was:

Your next Income is raised by 2; however, your 2 bonus Income points can only be spent on Activities. Cannot be played if your Job is Slacker, Drummer or Temp.
(IMAGinES, November 30, 2003 10:22 PM)


thats a good card idea, i had an idea for a new job myself. i figured since the game involves drugs so much, why not have a "dealer"? he could have a high income, a free time of 1 0r 2 and his slack goal would be very high. he would also gain bonuses from any weed and shrooms cars that he had. what do u think?
(Mark, January 24, 2004 02:35 PM)

That is an evil, evil idea, Mark! :-) IMHO, it's perhaps a little dark for Chez Geek, but then again, it already features... unusual plant matter, so why not?
(IMAGinES, January 24, 2004 02:53 PM)


Here's a fun one we came up with:

Cult Leader
Free Time: 2 Income: 3
Slack Goal: 27

Cult Leader may have more than one Live-In S.O. in play. Each additional Live-In S.O. card past the first adds +1 to all Nookie rolls.
(Brent, February 16, 2004 02:34 PM)


That's an evil little idea, Brent! You know what it's missing, though? A quote.

Actually, I imagine it must be rather difficult for the Cult Leader's special ability to kick in; I think there have only ever been two Live In S.O. cards, and they came with the basic Chez Geek set.
(IMAGinES, at February 17, 2004 07:53 PM)


I was thinking of the following 2 job cards:

Escort
Free Time: 2 Income: 1/4
Slack Goal: 18

Escort Gets +2 income on any turn where a Nookie Card is played successfully. Escort may not have a Live-in S.O.

Bartender
Free Time: 2 Income: 2/3
Slack Goal: 18
Cose of Booze is reduced by 1, even if that makes it free. Free items may be played without spending Free Time to shop.

I was also thinking of adding the following activity card, as a bit of a different variation on the Nookie cards:

Activity: Living Room Nookie
Slack: 1 die - 2
Cost: 0

Whenever Living Room Nookie is successful, it is Extremely Noisy Nookie. It disturbs all other roommates in the apartment, causing them to lose sleep. Also, Living Room Nookie causes all shared furniture (like the Couch) to be discarded immediately.
(Witt, February 18, 2004 02:57 PM)


"Whenever Living Room Nookie is successful, it is Extremely Noisy Nookie. It disturbs all other roommates in the apartment, causing them to lose sleep."

How much sleep would they lose? Just one card? Can they not play sleep in the next turn? Or does it just follow the standard Noisy Nookie rules, regardless of whether a six is rolled on the die?
(IMAGinES at February 23, 2004 04:27 PM)

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