Rules question from a noob.

By Ken on Cape, in Arkham Horror Second Edition

I could not find this anyplace. I may have missed it. But do you have to move your investigator during a turn? Or can you stay in the spot you are in?

Whoa! that is such a basic question I've never even questioned it. I have no real backing on this, but I think you can just stay where you are if you choose. I'll go rule book diving for any answer.

Okay, here we are. Main rulebook, page 6, under "Phase II: Movement."

"A Player may spend one movement point to move his vestigator marker from one board area to another, so long as the two areas are connected by a yellowline on the game board."

Says may, not must, so I guess you have the option. And if it doesn't say you must move, then I would say the default is you can choose to just stick around.

I know its a real basic question. But I can't find anyplace in the rulebook that says you must move or that you can stay in the same space. But I may have missed it.

OK I missed that thanks.

No problem. I think my way is right. Does anyone else play differently? (If, so, I suspect that would prevent to much abusing of hanging around the newspaper begging for a job or sitting with a retainer and bothering the curiosity shop owner).

Another quick question. What happens if you have no way to seal a gate after you close it? You don't have enough clue tokens or you don't have that other card that lets you seal it?

Ken on Cape said:

Another quick question. What happens if you have no way to seal a gate after you close it? You don't have enough clue tokens or you don't have that other card that lets you seal it?

You just close it for the time being, and it can be opened again if it's on a new mythos card draw.

Ken on Cape said:

I could not find this anyplace. I may have missed it. But do you have to move your investigator during a turn? Or can you stay in the spot you are in?

You need to move during the Other World Encounter Phase, if you're there.

If an investigator is in an Other World at the beginning of
the Movement Phase, he receives no movement points.
Instead, his movement depends on whether he is in the
first (left) or second (right) area of the Other World.
• If the investigator is in the first area of the Other
World, he moves to the second area.
• If the investigator is in the second area of the Other
World, he returns to Arkham. The player must choose a
location that contains a gate to the Other World he is leaving.
After choosing such a location, he places his investigator
marker there. Then he places an “explored” marker
underneath his investigator to show that he has explored
the gate. This marker remains in play as long as the investigator
remains at the location. If there is no open gate
leading to the Other World the investigator is in, the
investigator is lost in time and space (see page 17).

Instead of starting a new thread I'll just ask my noob question here, if Ken on Cape doesn't mind.

Lets say there are two investigators in the Abyss. Investigator A leaves the Abyss and seals the gate. What happens to Investigator B who happens to still be in the Abyss and there are currently no open gates leading to it?

If there are no open gates to the other world a player is in when they have to leave (and assuming they don't have a gate box or some other trick), they become lost in time and space.

Regarding the first question (apart from when you're in an other world), you get x movement points in your movement phase, where x = your speed plus any bonuses from items, etc (motorcycle ?). I don't believe you are obligated in any way to spend all or any of these movement points. You can spend some moving and some reading a tome, or all of them reading a tome, or just let them flutter away unspent (ie not moving).

petszk said:

If there are no open gates to the other world a player is in when they have to leave (and assuming they don't have a gate box or some other trick), they become lost in time and space.

That's correct. Take note specifically that an investigator doesn't just automatically become Lost in Time and Space if the last valid exit to his Other World is closed. He has to actually go to exit the world, and then see there are no valid exit points, to become lost in time and space. This also applies when casting Find Gate in such a situation, or getting a "return to Arkham" encounter, or being flung out of the Other World by a Nightgaunt (yes they can do that and it is awesome when it helps you leave early).

I know you need an explore marker before you try to close the gate. I was not sure if you still get the gate trophy when you can just close the gate but don't have a way to seal it.

Ken on Cape said:

I know you need an explore marker before you try to close the gate. I was not sure if you still get the gate trophy when you can just close the gate but don't have a way to seal it.

Unless you close a gate due to an encounter AND it says you don't get to keep the trophy, you get a trophy when you close a gate, regardless of whether you seal it or not.

Exploration Marker is the perfect exemple who proves that you don't need to move at your turn when you are in Arkham..It's stated somewhere in the rule, don't have rule book here, that you keep it untill you leave the location or you close the gate..

So if you can't close the gate at the first turn you exit it , you can stay at the location to try to close it next turn..

Another question. Why can't you trade clues between investigators at same location like oyu can with equipment/ money? Seems to me you are sharing info. Its a co operatave game after all.

Sorry for all the questions.

Ken on Cape said:

Another question. Why can't you trade clues between investigators at same location like oyu can with equipment/ money? Seems to me you are sharing info. Its a co operatave game after all. Sorry for all the questions.

Oh, not at all! Dude, the veterans around here LOVE the chance to show off our knowledge. Brave rookies like you that have no problem speaking up make our day!

Welcome to the Carnival, Ken on Cape. gran_risa.gif demonio.gif aplauso.gif Remember where you parked.

To answer your question, you can look at it two ways. If you look at it from a Gameplay standpoint, trading Clues just makes the game too easy. You send the dumb brute to gather all the Clues, then pass them off to the Gaterunners, who close and seal without a scratch. It deflates the game pretty badly.

If you look at it from a Thematic standpoint...sure, it's info...but it's HORRIBLE FORBIDDEN INFO. It's already clawing up your brain: you can't sleep, you can't see colors anymore, and you can't stop the tiny screams from the corners of your mind. And you want to SHARE that with your FRIENDS? What kind of monster are you??? gui%C3%B1o.gif

jgt7771 said:

If you look at it from a Thematic standpoint...sure, it's info...but it's HORRIBLE FORBIDDEN INFO. It's already clawing up your brain: you can't sleep, you can't see colors anymore, and you can't stop the tiny screams from the corners of your mind. And you want to SHARE that with your FRIENDS? What kind of monster are you??? gui%C3%B1o.gif

Ryan Dean, on the other hand, had it coming...

I now have an image of a Eric Colt / Ryan Dean double-act, where Eric tells horrible stories about the Mythos and Ryan just nods along and buys another drink.

Eric: "And it had tentacles ! And it was huge ! And it was also formless , and unspeakable !"

Ryan: "Sure. Look, buddy. I've been generous here with the scotch, because your stories are friggin funny. But seriously, you're runnin' up my tab."

From a gameplay standpoint I can see how it would make it too easy. I was looking at it from a quasi RPG outlook. Sharing info. But now if I look at it like its horrible, forbidden info, that makes sense.

Ken on Cape said:

Another question. Why can't you trade clues between investigators at same location like oyu can with equipment/ money? Seems to me you are sharing info. Its a co operatave game after all.

Sorry for all the questions.

IIRC, there is a mythos environment card that allows you trade clue tokens. However, being able to trade clues all the time would make the game too easy.

Normally it isn't until turn three, occasionally turn two, that an investigator has enough clue tokens to seal a gate. If you could trade clue tokens, every investigator could grab a clue token on turn one, and on turn two, everybody passes their tokens to a single investigator who will then have more than enough to seal the gate, plus extras to use while traveling through the Other World locations. On the next turn, all the investigtors grab more clue tokens and pass them them to a single investigator again.

Sure, after about six turns, most of the clue tokens would be removed from the board, but it's easy to see how this would get exploited if it were allowed.