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Subject: Gloom=Turbulence
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mark smalley
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I love this game.

*Gameplay*
Setup is a cinch. You deal one Job card and five life cards to each player.

The mechanics are simple enough for most people to grasp after two or three rounds. Your job card quantifies your goal for winning (slack), the amount of free time you have (used for performing actions on your turn like a shopping trip or any activity card), the income you receive each turn, and describes any special perks you get for having said job. Those perks include such things as; receiving additional slack for specific items types and even not having to spend free time to do certain activities.

Turns are concisely explained in the rules. You either call people (using green life cards), shop for items (blue life cards), or engage in an activity (red life cards). There are also Whenever cards (orange life cards) that allow players to do things like stop cards as they're played by others or even alter mechanics like income. Most of these life cards, except whenever cards, have a slack number on them indicating you get that amount of slack for having that card in play, however some of the cards give you Gloom.

Gloom is the same thing as slack but it comes and goes a lot easier than slack. An example of this volatility would be that you lose 1 gloom each turn if you do not have a person card in play.

There are many ways for players to interfere with other players' gameplay. Some people cards give no slack or gloom and have negative effects. Most bad people consume one item of specific type each turn they are in play. Another way to interfere is through whenever cards.

*My thoughts*
You're gonna need a lot of dice to make the game run smooth. You need dice to keep track of slack for certain cards, your overall gloom, and to resolve many of the games mechanics (calling people and some activities like nookie).
This game is a lot of fun, even without considering the humorous theme I would still enjoy this game. The cards in this set don't seem to be as balanced as the original Chez geek and the inclusion of Gloom makes this game even more turbulent. Strategy is hard to come by from what i can tell. I still like it and I look forward to blending it with my other Chez sets.
Cedric Chin
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I enjoy it quite a bit, too. The people cards tend to have good *and* bad effects, which offset automatically playing them.

We just use counters. If a card's slack value is printed on the card, don't use a counter. If it changes, place counters on the card indicating its new slack value. For gloom, put the counters in front of your rows of cards.

For the rows of cards, the first row are people. The second are activities and things. The last row is your job, and any whatever modifiers to it.


aka. Washu! ^O^

ps. Requesting a review of Chez Guevara. Fun game too!
 
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