Find Gate

By TheBossInTheWall, in Arkham Horror Second Edition

Lord of Squirrels said:

I could have sworn in an FAQ it said that combat only occurs during the movement phase. I could be wrong.

The FAQ is evidently badly written ;') "a monster appears" happens during the encounter phase, not the movement phase.

Maybe it was written by the same people who made the Dark Pharaoh Ghost and Maniac mythos cards...

I've said my piece so I won't get directly involved in the Find Gate debate any further at this time. However, there is something I would like to call your attention to.

Page 6: Arkham Horror Rulebook, under the header PHASE II: MOVEMENT, subheading: "Evading Monsters"

"Each time an investigator attempts to leave a location or street area occupied by one or more monster markers, the investigator must either fight or evade each of the monsters there." (emphasis mine)

I think it's very clear that regular combat happens during the movement phase, although certain encounters and special events can force/allow monsters to be fought at other times.

Yep. Which should also lead one to believe that a nightgaunt findgate combo is technically exploitable until an official ruling is made.

i think exploiting could be fixed simply using this rule

"whenever investigator is delayed end your curent phase";

this way during movement if you get drawn throu gates you get delayed and thus movement phase ends.

i used "curent phase" so it would work with encounter monsters.

Edited: Some typos

LithStud said:

i think exploiting could be fixed simply using this rule

"whenever investigator is delayed end your curent phase";

this way during movement if you get drawn throu gates you get delayed and thus movement phase ends.

i used "curent phase" so it would work with encounter monsters.

I don't see how this will fix the Nightgaunt/Find Gate Combo.

Movement: I engage the Nightgaunt on top of gate and am sent through the nearest gate (not delayed), I cast Find Gate which takes me back to to the gate where I'm now immune to the Nightgaunt. I close and hopefuly seal the gate. On the next turn, I engage the Nightgaunt again, am sent through the nearest gate where again I cast the Find gate spell, return to the gate and close and/or seal it (if I have the resources). Two gates closed and maybe sealed in two turns.

I've had the basic nightgaunt/Find Gate combo several times. I've never had the full move above, nor enough clues, but I have deliberately engaged a nightgaunt in order to go through a gate to close and seal it, I did it on the next turn since I wasn't sharp enough to see the full potential. I was still pretty proud of myself, however. :)

It's maybe not a big deal. It's really only saving one questionable turn and completely avoiding any encounters in the Other World even though gaining an explored token. I think it's the only way to gain an explored token without actually having explored even one encounter in the Other World.

mageith said:

LithStud said:

i think exploiting could be fixed simply using this rule

"whenever investigator is delayed end your curent phase";

this way during movement if you get drawn throu gates you get delayed and thus movement phase ends.

i used "curent phase" so it would work with encounter monsters.

I don't see how this will fix the Nightgaunt/Find Gate Combo.

Movement: I engage the Nightgaunt on top of gate and am sent through the nearest gate (not delayed), I cast Find Gate which takes me back to to the gate where I'm now immune to the Nightgaunt. I close and hopefuly seal the gate. On the next turn, I engage the Nightgaunt again, am sent through the nearest gate where again I cast the Find gate spell, return to the gate and close and/or seal it (if I have the resources). Two gates closed and maybe sealed in two turns.

I've had the basic nightgaunt/Find Gate combo several times. I've never had the full move above, nor enough clues, but I have deliberately engaged a nightgaunt in order to go through a gate to close and seal it, I did it on the next turn since I wasn't sharp enough to see the full potential. I was still pretty proud of myself, however. :)

It's maybe not a big deal. It's really only saving one questionable turn and completely avoiding any encounters in the Other World even though gaining an explored token. I think it's the only way to gain an explored token without actually having explored even one encounter in the Other World.

i assume that when your drawn throu gates against your own will your getting delayed (the same as gates opens on investigator) couse of "sudden disorientation"

its just a matter of rules interpretation ;)

mageith said:

I think it's the only way to gain an explored token without actually having explored even one encounter in the Other World.

And until the FAQ fixes this loophole, that is what my games now officially require: you cannot cast Find Gate on the first space of any Other World without having at least one Other World Encounter first.

"But what about..." I have had a different House Rule for a LOOONG time: no Investigator may INITIATE ANY ACTION during the Movement Phase while delayed. You may (or must) react to anything from any other source--monster, trade initated by another player, etc--but you can't read, cast, count, cough, or spit while delayed.

I don't care if that makes sense or not...no one cheapens the Other Worlds or the Nightgaunt on my watch.

mageith said:

LithStud said:

i think exploiting could be fixed simply using this rule

"whenever investigator is delayed end your curent phase";

this way during movement if you get drawn throu gates you get delayed and thus movement phase ends.

i used "curent phase" so it would work with encounter monsters.

I don't see how this will fix the Nightgaunt/Find Gate Combo.

Movement: I engage the Nightgaunt on top of gate and am sent through the nearest gate (not delayed), I cast Find Gate which takes me back to to the gate where I'm now immune to the Nightgaunt. I close and hopefuly seal the gate. On the next turn, I engage the Nightgaunt again, am sent through the nearest gate where again I cast the Find gate spell, return to the gate and close and/or seal it (if I have the resources). Two gates closed and maybe sealed in two turns.

I've had the basic nightgaunt/Find Gate combo several times. I've never had the full move above, nor enough clues, but I have deliberately engaged a nightgaunt in order to go through a gate to close and seal it, I did it on the next turn since I wasn't sharp enough to see the full potential. I was still pretty proud of myself, however. :)

It's maybe not a big deal. It's really only saving one questionable turn and completely avoiding any encounters in the Other World even though gaining an explored token. I think it's the only way to gain an explored token without actually having explored even one encounter in the Other World.

Nope. Captain of the White Ship and Find Gate allows the same combo if I remember correctly ;') it's great for going for a closing victory.