Nightgaunt + Find Gate = ? ... and the return of an old favourite

By Stenun, in Arkham Horror Second Edition

If you fail a combat check against a Nightgaunt, you are immediately drawn through the nearest open gate. But then it's still the movement phase so can you cast Find Gate? Go in, come out and seal all in one turn ... ? Surely not?

And do we yet have an official response as to whether or not using a card to prevent Cthulhu from attacking also prevents him from adding a Doom Token? His card specifically says to add a Doom Token AFTER he attacks. But if he never attacks in the first place ...

Stenun said:

If you fail a combat check against a Nightgaunt, you are immediately drawn through the nearest open gate. But then it's still the movement phase so can you cast Find Gate? Go in, come out and seal all in one turn ... ? Surely not?

>sigh< There's nothing really preventing you from doing that in the rulebook. But the fact that you question it makes me happy. I'm hoping the updated FAQ fixes this, one way or the other.

We've always considered going through the gate to signify the end of your turn (or at least the end of your movement phase.) Maybe that's something we pulled out of thin air, but it makes sense to us.

Stenun said:

If you fail a combat check against a Nightgaunt, you are immediately drawn through the nearest open gate. But then it's still the movement phase so can you cast Find Gate? Go in, come out and seal all in one turn ... ? Surely not?

From the manual:

"Once an investigator begins combat with a monster his movement is over". So no, you can't cast Find Gate.

Eddie said:

Stenun said:

If you fail a combat check against a Nightgaunt, you are immediately drawn through the nearest open gate. But then it's still the movement phase so can you cast Find Gate? Go in, come out and seal all in one turn ... ? Surely not?

From the manual:

"Once an investigator begins combat with a monster his movement is over". So no, you can't cast Find Gate.

The argument you will soon have is that you didn't quote the whole sentence and that ending movement does not end the Movement Phase.

However, I agree with you:

Here's the whole rule:

Once an investigator begins combat with a monster for
any reason, his movement is over. Regardless of whether
or not he wins the battle, the investigator loses the rest
of his movement points and must remain where he is.

This seems to further clarify what ending movement means: No more movement points, but does not necessarily mean the movement Phase is ended.

However,under the defintion of the Movement Phase, Page 8, we have:

During the Movement Phase, each player takes one of
the following two movement actions, depending on
whether his investigator is in Arkham or an Other World
(see “Game Board Breakdown,” page 21):
Arkham movement
or
OtherWorlds movement
The two types of investigator movement are described
below.

Here you may only take one kind of movement: Arkham Movement using movement points OR Other World Movement, but not both.

To carry the question one step further: My very first question on this forum was if I cast Find Gate and fail, do I still get to move to the next Other World area? The answer was unanimous, that I did. I still don't think I do. Instead of moving from the first to second area I've decided to cast a spell. If it fails, I'm stuck.

Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.

Find Gate: Movement: Cast and exhaust to immediately return to Arkham from an Other World.I

Magelith, I think you have flawed logic. Find Gate can only be cast in the movement phase, but what about a spell like Voice of Ra (i think) that can be cast Any Phase and grants you +1 to all skill checks. Casting VoR before casting Find Gate won't end your movement, so there is no reason to think that casting Find Gate actually ends your movement. And before you ask me if that means a person who casts FG can then move in Arkham, I'll counter with the fact that you get no Movement Points while in the OW, and as such you can't move when you return to Arkham.

But that is just my .02 cents. I really want an FAQ for this game something fierce. Perhaps we should all send KevinW $5 to get him to get one done. lengua.gif

JerusalemJones said:

Magelith, I think you have flawed logic. Find Gate can only be cast in the movement phase, but what about a spell like Voice of Ra (i think) that can be cast Any Phase and grants you +1 to all skill checks. Casting VoR before casting Find Gate won't end your movement, so there is no reason to think that casting Find Gate actually ends your movement. And before you ask me if that means a person who casts FG can then move in Arkham, I'll counter with the fact that you get no Movement Points while in the OW, and as such you can't move when you return to Arkham.

But that is just my .02 cents. I really want an FAQ for this game something fierce. Perhaps we should all send KevinW $5 to get him to get one done. lengua.gif

That's interesting that you should say that. When I went to Arkham Horror Wiki to copy the phrasing to paste into my earlier post, I noted the original author of the Find Gate spell and written this as the text: Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.

I edited it to take out the word Phase. I suppose they might mean the same.

It's probably true I have flawed logic, but on the other hand, this spell has caused many threads of discussion because the generally accepted unflawed logic results in what appears to me to be abuse of the spell or at least a house rule to prevent that abuse.

Yes, starting combat with a monster ends your movement but it cannot possibly end your Movement Phase. If it does, then it is impossible to fight more than one monster a turn. After all, you fight a monster in the Movement Phase. Therefore if you move to a location with two monsters and fight one, you would not be able to fight the other. Yet it is obvious - I hope - that this is not the case. You CAN fight more than one monster a turn, therefore starting combat ends your movement but NOT your movement phase.

So no, fighting a monster will not automatically stop you taking other Movement: actions ...

JerusalemJones said:

Magelith, I think you have flawed logic. Find Gate can only be cast in the movement phase, but what about a spell like Voice of Ra (i think) that can be cast Any Phase and grants you +1 to all skill checks. Casting VoR before casting Find Gate won't end your movement, so there is no reason to think that casting Find Gate actually ends your movement. And before you ask me if that means a person who casts FG can then move in Arkham, I'll counter with the fact that you get no Movement Points while in the OW, and as such you can't move when you return to Arkham.

But that is just my .02 cents. I really want an FAQ for this game something fierce. Perhaps we should all send KevinW $5 to get him to get one done. lengua.gif

Just as an aside, Voice of Ra is only castable in the Upkeep phase according to the card. It might have changed from the original as I have the "revised" printing but I made the mistake of thinking I could cast VoR before any sketchy skill checks and much to my suprise it just isnt that way. You have to plan ahead with Voice of Ra and cast it during your upkeep (kind of diminishes its usefulness IMO).

I would say you couldn't cast Find Gate after a Nightgaunt drops you off in a gate because I'd say your movement phase is over. The only thing that prolongs movement phase in Arkham after spending/losing an investigator's movement points is monster combat. Once all the monsters in the same area as an investigator have been evaded or defeated, movement phase is over. So since you tried to fight/evade the nightgaunt, you lose all your movement points, and since you failed, you're moved to a different location, which leaves you with no monsters left to encounter. So movement phase is done and you can't cast spells. Other World movement only occurs if you start the movement phase in an Other World, so even that doesn't 'kick in', allowing you to still do things.

One similar situation is Find Gate + Mythos opening a gate on an investigator. A gate opening a mythos card on an investigator draws the investigator in and they're delayed. Being delayed doesn't make an investigator skip the movement phase, so you'd think you could cast Find Gate and get out of there without having to do anything. But being delayed states 'Delayed investigators receive no movement points and do not move during the Movement Phase.', so you just can't move period; it's not just losing the movement points, so I would say you can't be moved by spells or other effects like that as well. Which would cause an interesting problem if a mythos card opens a gate on an investigator (delaying them), and then moves them to another location (such as the mythos card with the headline that moves the player to the Strange High House).

mageith said:

The argument you will soon have is that you didn't quote the whole sentence and that ending movement does not end the Movement Phase.

However, I agree with you:

Here's the whole rule:

Once an investigator begins combat with a monster for
any reason, his movement is over. Regardless of whether
or not he wins the battle, the investigator loses the rest
of his movement points and must remain where he is.

This seems to further clarify what ending movement means: No more movement points, but does not necessarily mean the movement Phase is ended.

However,under the defintion of the Movement Phase, Page 8, we have:

During the Movement Phase, each player takes one of
the following two movement actions, depending on
whether his investigator is in Arkham or an Other World
(see “Game Board Breakdown,” page 21):
Arkham movement
or
OtherWorlds movement
The two types of investigator movement are described
below.

Here you may only take one kind of movement: Arkham Movement using movement points OR Other World Movement, but not both.

To carry the question one step further: My very first question on this forum was if I cast Find Gate and fail, do I still get to move to the next Other World area? The answer was unanimous, that I did. I still don't think I do. Instead of moving from the first to second area I've decided to cast a spell. If it fails, I'm stuck.

Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.

Find Gate: Movement: Cast and exhaust to immediately return to Arkham from an Other World.I

This is a very well reasoned and well said arguement. I agree with your conclusion that an investigator may only perform Arkham Movement OR Other World Movement, and thus may not go through a gate and come back in the same turn.

However, I also agree with the community on the second issue you raise: That an investigator may use Find Gate and then continue to move if it fails. The card doesn't say anything about doing this instead of moving, it just says do this during your (OW) Movement phase. If it fails, you continue your movement pahse in the Other World and if it succeeds you return to Arkham.