Some rule clarifications needed

By BaaaaL44, in Arkham Horror Second Edition

Hey everyone!

A few days back (and probably maing some mistakes with the rules) my GF and I managed to score a victory against Cthugha. Nonetheless, we encountered several situations in which it is not entirely clear how to apply the rules, therefore I'm counting on your help:

1; Moving gates: How moving gates from Lurker move is pretty clear, but there is one thing that keeps bugging us: Gates can only be sealed on unstable locations, that much is clear. However, there are no arrows pointing to unstable locations on the board, which would mean that once a moving gate moves away from the location it opened on, noone will be able to seal it, no matter what they do. (It still can be closed ofc). Is that correct, or am I overlooking something?

2; Related to the above question, if the gate moves away from an unstable location that still contains a monster that emerged from the gate, and a new gate opens on the same location, what happens to the monsters? Investigators get sucked through when a gate opens on them. Do monsters behave similarly, and get returned to the cup, or do they ignore the gate entirely, and a second monster spawns?

3; Do moving gates replace street locations where they move, similarly to normal gates replacing locations for the purposes of mythos cards? So for instance, does an investigator ending their movement on a street location containing a gate have to roll a luck check if Funnel Clouds is in effect? I would say no, as the location has been replaced by the gate, and it does not count as a street location.

4; Is there anyone else who sometimes home rules that the new investigator can be chosen by the player after having one devoured? It opens up some interesting strategic opportunities IMO, apart from making the game somewhat easier ofc. Similarly, does anyone else play with a home rule that allows players to redraw a single randomly drawn possession (spell, unique, whatever) to counter being stuck with a completely useless character for half the game?

Thanks :)

Edited by BaaaaL44
  1. That's correct. Seal them quickly, or lose the chance.

  2. Monsters are unaffected by gates locally. A second monster spawns.

  3. Tricky. The street space is replaced, but it still counts as a street so I'd say you have to roll. The more complicated question is "can you do things like Estate Sale in Uptown streets" or "will you get an Ancient Whispers (Dark Pharaoh) encounter"? I'd say "yes" to Estate Sale because it's during the movement phase, and "no" to Ancient Whispers because that's essentially a random encounter on your space, which has been replaced as per ordinary gate rules.

  4. Typically if I'm playing with a new player, I'm playing my Introductory and Expansion Scenarios , where players always have the choice—but the pool is more limited. Once players are seasoned (i.e. have gone through most or all of the scenarios), then characters are drawn randomly forever. Much of the fun of this game is rolling with the punches.