you've picked your roster of Fantasy Geek players, the
real strategic battle of the game starts in earnest (a
very geeky word if we may add). Perks and traps are
where the Fantasy Geek game really operates so let's
look at how these perks and traps interact with each
other to varying effects.
Really, the only perks that operate in isolation are the
Type 1 Modifiers like Mr. Pibb. Mr. Pibb is pretty
straight forward. You apply it to one of your geek
players and it will kick up the GAMING category score
for that geek player by 4 points. Pretty straight
forward and these are the simplest of the perks/traps in
that we know exactly what'll they'll do and other
perks/traps will not interact with their function.
There's an equivalent Type 1 Perk for each of the 6
categories: Gaming; Physique, Baby; Dress Code;
Techmology; Hobbies; and Odditorium. The other perks
and traps do not operate in isolation and we need to
strategize a little more in terms of how we want to them
to impact the outcome of the game.
core Traps are elements you apply to opponent's Geek
player's stats to take off points from them. Contagion
is an example of this type of trap. When you drop the
Contagion bomb on an opponent's geek player, it will
knock that player's GAMING category down by 3 points.
Kaboom! That player will also see that you're the one
who did this to him so keep in mind that retribution may
be swift depending on his/her strategy. Now, the traps
don't operate in a vacuum so be careful before running
wild with trap bombs all over the league. For one
thing, the geek game player you apply the trap too may
have the corresponding Protection perk which you can't
see. You will have just wasted a trap (you can only use
2 trap/perk per day) to no effect and that opponent can
still see that you attacked them. Uh oh. You just made
an enemy with no impact to the player's score. It can
get worse in terms of how perks and traps can interact.
There's also a reversal perk you can apply to a given
geek player. If a person applies a trap against that
player, the trap will go back to sender. You will not
see who attacked you but the satisfaction of payback
will be sweet.
ways that perks and traps interact can only get more
sophisticated from there. The Specialty Perks and Traps
continue the geek game nonsense to the nth level. WIth
the Stunt Double perk, you can move one of the traps
someone applied to your player to another of your
players (maybe one that's not as important). The
Torrent Stream perk allows you to take a perk from a
player on another team. It will be applied at random to
your players. Now things are happening all over the
board as perks and traps interact with each other until
the dust settles and we see how our strategy played out
at week's end.
There are also system traps that run rampant through the
whole league only to find relief at the steely point of
your geek trivia knowledge. When players start to
dabble in the geek game witchcraft known as Bling perk
and traps, the interaction of perks and traps are
augmented with delay effects, stealth options,
misdirection, and ghost options which make their effects
felt later or not at all in terms of how they interact
with other perks and traps on the board. There's lots
of moving pieces in the Fantasy Geek game but we're sure
your wrist watch calculator has the sin co-sin
function. It does have that, um...right??