When does Skid's turn ends?

By emily12, in Arkham Horror Second Edition

This is a game of 4 investigators. Joe Diamond, Tommy Muldoon, Roland Banks and "Skids" O'Toole.
I was Tommy Muldoon.
I've got "Skids" O'Toole here on the Unvisited Isle, his encounter reads :
As you row along the island's shore, a tree branch cracks and falls toward you. Make a speed (+0) check. If you fail, you are knocked out and wake up far downstream; move to Graveyard and your turn ends. (this card is from the Egyptian expansion)
***********
At the Graveyard there is a GATE (Another Dimension) and 1 monster (Fire Vampire), and from my experience having played well over 150+ games of Arkham, I believe that "Skids" would now go to the Graveyard where he is then sucked into the gate to Another Dimension and then his turn ends. Like the card read, his turn ends.

AnOTHER person I play this game with (who is NOT playing SKIDS, either) believes that : "Skids" turn would go as follows : "Skids" went to the Graveyard, placed skids on the gate marker and his turn ends and then on his NEXT turn he would first HAVE to deal with the monster on the gate (the fire vampire) and then if he's still on the gate would be sucked into the gate (another dimension).

My wondering lies in who is RIGHT?!

I think if your turn ends, then you don't get another encounter at the Graveyard, which means you don't get sucked through instead of an encounter. The example on page 8 of the rule book suggests the "instead of an encounter", though this wording isn't used.

I think you get sucked in, regardless of whether the turn ends.

Its CotDP so who knows? Except the AOs... in your situation get sucked into the gate and have a other world encounter.

MrsGamura said:

Its CotDP so who knows?


Amen to that.

Interpreting CotDP cards always keeps me entertained. The way I interpret it, you wouldn't get sucked in to the gate. My regular group has this argument at least once per game, but here it is again: there's a difference between "having an encounter" and "being in a location during the encounter phase".

Here's what the rulebook actually says happens in the Arkham Encounter phase:

"During the Arkham Encounters Phase, each player whose investigator is in a location (not a street area or Other World area) must take one of the following actions. The action the investigator must take depends on whether his location contains an open gate or not: 1. No Gate - If the location has no gate, the investigator has an encounter at the location. The player shuffles the location deck corresponding to the neighborhood his investigator is in and draws a card from the deck. The player then finds the entry for his investigator’s location, reads the entry aloud, and performs any actions indicated by the card text." ... (then there's a bit about monsters). 2. Gate - If the location has a gate, the investigator is drawn through the gate. He moves to the first area (the left area) of the Other World indicated on the gate marker. ... (then there's the bit about coming back from OWs)."

I tend to think that you only have to follow the above procedure once per encounter phase for each investigator. Your location at the start of the phase determines whether you get a card or get sucked into a gate; the fact that you later end up somewhere else isn't going to cause you to 'start the phase again'.

Of course, it is possible for an encounter card to make you move and then draw another encounter card, but that's not an indication that you should always do that if you change locations mid-encounter. In fact, quite the opposite - the fact that some cards need to specify is an indication that otherwise, you wouldn't do it. (Incidentally, this is how it's possible to have card encounters at locations with open gates: if another encounter sends you there and says "and have an encounter there", that gets you the card, not the gate-sucky-through effect.)

However, this is exactly the type of thing where I think there's only one sane way of doing it, and then we find an official KW answer which goes the exact opposite way and drives me one notch closer to insanity.

(Also, for bonus points, the phrase "your turn ends" is almost meaningless. What exactly could you still do that turn if your turn hadn't ended? You'd already resolved your encounter. I guess maybe it stops you using special items which have voluntary abilities. But you can presumably still be affected by other cards later in the turn - for example, the Mythos card, and also any later encounters which other investigators have. So how exactly has your turn ended? It hasn't ended if you're the first player, since you have other duties during the Mythos phase and so on. In other words, it's another excellent exhibit for the museum of Dark Pharaoh Cards Which Maketh No Sense At All.)

thecorinthian said:

(Incidentally, this is how it's possible to have card encounters at locations with open gates: if another encounter sends you there and says "and have an encounter there", that gets you the card, not the gate-sucky-through effect.)

I don't think that's the case - if you read the gate as "instead of an encounter" - and indeed, as "replacing the normal location entirely", you should get sucked through.

"Q: If a location card tells an investigator that he may move
to another location and have an encounter there, what
happens if the location has a monster and/or gate on it?
A: First, the investigator must successfully evade or fight
any monsters at the location. If successful, the investigator
has a normal Arkham Encounters Phase at the new location,
following either the “Gate” or “No Gate” instructions
on pages 8-9 of the rulebook." (FAQ, p. 3)

Which was later amended that you don't deal with monsters. Everything else is still valid.

Dam said:

"Q: If a location card tells an investigator that he may move
to another location and have an encounter there, what
happens if the location has a monster and/or gate on it?
A: First, the investigator must successfully evade or fight
any monsters at the location. If successful, the investigator
has a normal Arkham Encounters Phase at the new location,
following either the “Gate” or “No Gate” instructions
on pages 8-9 of the rulebook." (FAQ, p. 3)

Which was later amended that you don't deal with monsters. Everything else is still valid.

Isn't this not the same case, because the card didn't tell the investigator to have another encounter at the Graveyard? Rather, it told Skids that his turn was over.

Okay, here we go.

We know that

I) If an encounter card tells you to move to another location and have another encounter there, that means you have a normal encounter phase there.

II) During a normal encounter phase, you follow the “Gate” or “No Gate” instructions on pages 8-9 of the rulebook.

K1) If an encounter card tells you to move to another location and have another encounter there and the location has an open gate, you enter the gate.

III) Moving to another location and having an encounter there is not the same as being send to another location and having his turn end.

IV) You enter a gate if you encounter it or if it opens at your current location or if a card or ability tells you so.

This far, it seems like you enter the gate because you encounter it. However, the mentioned card doesn't tell you to have an encounter, it simply ends your turn. Additionally, the gate doesn't suddenly appear at the investigators location, so that way to enter it seems not to fit either.

In the end, there is a difference between moving to a location and having an encounter card there and moving to a location and having the turn end, therefore there should be a difference between moving to a gate-location and encounter it and moving to a gate-location and having the turn end, too.

mattherobot said:

Isn't this not the same case, because the card didn't tell the investigator to have another encounter at the Graveyard? Rather, it told Skids that his turn was over.

It's not the same case, but I think Dam was just correcting my error about what happens with the few cards which do tell you to have an encounter.

Vitus_Prem is probably right about how the Skids thing should work, but the rulebook itself just doesn't deal with the subject. The problem is with the encounter card. Saying that an investigator's "turn ends" doesn't really have a defined rules meaning, which leads me to conclude that this card wasn't thought through very carefully... but the issue of whether you should be sucked through a gate is the least ambiguous part.

I don't have much to say that others haven't already, but...

One of my characters was once arrested and taken to the Innsmouth Jail. With their encounter there, they were sent out to Devil Reef and asked to have an encounter there. Their encounter at Devil Reef slid them down to Y'hnethlei, giving them an encounter there. There happened to be an open gate at Y'hnethlei. They found themselves in another world, where they managed to freaking return to Arkham. All while delayed.

Some turns are endless. Just my two cents.

flamethrower49 said:

Some turns are endless. Just my two cents.

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Nifty!!!