Find Gate confusion

By Nebula3, in Arkham Horror Second Edition

Can you use find gate to completely skip both encounters of an Other World? And if so, close the gate on the same turn?

For example, in my movement phase I might move to a location with a gate, which will portal me in. Then I cast Find Gate to move back out. Then my encounter phase begins, and I can use that to close the gate.

That seems way too powerful, but it's what the rules seem to suggest. I must be wrong. What am I missing?

Maybe entering a portal happens in the encounter phase? This doesn't seem right either, because it would result in only having one encounter in the Other World, and I've seen it mentioned that you're intended to have two normally.

You are indeed drawn through the Gate in the Arkham Encounter Phase, so the Movement Phase is already past at that point. However, since the Otherworld Encounter Phase is after the Arkham Encounter Phase, you will have an Other World Encounter that same turn.

The way I see it is that you move and then are sucked in the gate on your Arkham encounter phase. You then have to have your first Encounter during the Other world encounter. Once the mythos phase passes and your upkeep comes you would then cast find gate to return you to arkham, which means that instead of moving to the second area of the other world you are back in arkham whereas you can close agate on your next phase which is the arkham encounter phase because it will be considered explored. Great card indeed!

nebula,

That question is asked more than most of the others. The answer is found in a careful reading of the phases...

Turn 1

Movement Phase ~ move your character to the gate (portal)

Arkham Phase ~ Enter Gate to the Other World (Left Side)

Other World Phase ~ Have an Encounter

Turn 2

Movement Phase ~ Cast Find Gate; if successful, return to Arkham

Arkham Phase ~ Attempt to close/seal Gate.

Hope that helped.

The Professor

adeangel said:

The way I see it is that you move and then are sucked in the gate on your Arkham encounter phase. You then have to have your first Encounter during the Other world encounter. Once the mythos phase passes and your upkeep comes you would then cast find gate to return you to arkham, which means that instead of moving to the second area of the other world you are back in arkham whereas you can close agate on your next phase which is the arkham encounter phase because it will be considered explored. Great card indeed!

Very close. Find Gate is cast during the Movement phase. You also can't cast it if you began the movement phase delayed, and you can't cast it immediately after entering an Other World via Nightgaunt or the White Ship card (otherwise with these two effects you could return with 0 encounters).

Hey Tibs. How come you can't cast it if you are delayed at the start of your movement phase? Delayed is suppose to mean you simply can't move and that they do not spend any movement points, they simply put themselves upright. I could be reading it wrong in conjunction with the casting time of a spell but I would think that it still would be valid to cast it. Let me know so I can make sure not to make my assumption a mistake in game, I want to make sure I got it right. Thanks.

I understand that no movement points exist in the other world mind you but I'm thinking that you still would be able to resolve the spell. Again, I am just curious, so I can modify my play correctly.

I am thinking it through and I think I understand where you are coming from...is it because you have to have atleast 1 encounter in order for it to be considered explored when you come out the other side? Thanks again.

adeangel said:

I am thinking it through and I think I understand where you are coming from...is it because you have to have atleast 1 encounter in order for it to be considered explored when you come out the other side? Thanks again.

Well, you're supposed to have at least one encounter. It is possible that a gate will open on you on the Mythos phase and then the mythos text says that "all investigators in Other Worlds may return to Arkham." You'd then have explored the gate with only 0 encounters. There is only that one mythos card though.

But yes, mostly the reason you can't cast it when you begin the turn delayed is when a gate opens on you during the mythos phase. If you could cast the spell, you'd get back with 0 encounters.

I always thought it was because a delayed investigator essentially has no movement phase: All an investigator can do is stand up.

Delayed Investigators
During the game, certain effects can cause an investigator
to become delayed. When this occurs, place the
investigator marker on its side, indicating the delay.
Delayed investigators receive no movement points and
do not move during the Movement Phase. Instead, during
the investigator’s Movement Phase, the player stands
the investigator marker back up to show that the investigator
is no longer delayed.
On the following turn, the
investigator will be able to move once again as normal.

That might be the case, but I'm just basing my answers of the new FAQ proof. What would happen if you failed to evade a Child of the Goat and you get delayed? Definitely you have to deal with all the other monsters in your space if you haven't already. But could you then cast Vision Quest? Could you cast it next turn?

The rules you cite refer only to moving and movement points, but not how valid the phase itself is. I think a better rule would be to say that you can't use any movement abilities or items if you become or begin the movement phase delayed (or if you enter an Other World).

Tibs said:

That might be the case, but I'm just basing my answers of the new FAQ proof. What would happen if you failed to evade a Child of the Goat and you get delayed? Definitely you have to deal with all the other monsters in your space if you haven't already. But could you then cast Vision Quest? Could you cast it next turn?

The rules you cite refer only to moving and movement points, but not how valid the phase itself is. I think a better rule would be to say that you can't use any movement abilities or items if you become or begin the movement phase delayed (or if you enter an Other World).

This is why I have adopted "reactive" actions whether the game chooses to agree with me or not.

When one "loses" a phase or a turn, one cannot INITIATE any free action during that phase/turn. You can't move a slider, you can't cast a spell, you can't use your special ability (although passive ones like Joe's or Harvey's should still work because they're reactive). But just because YOU'RE stuck doesn't mean the GAME is. If the game wants you to do something, you still have to do it...that is, react to an action forced upon you. You MUST roll for your Retainers, Curses, etc., even if you're in Jail or Lost in Time and Space. You MUST Encounter any monsters in your space, even if you're delayed. You MUST address the Upkeep costs of a Magical Effect...although I daresay that "choosing" to not refresh a Magical Effect is an "initiated action", and you don't get to "choose" to do anything during a lost turn.

I don't know if it's right FFG-wise, and I don't care. It WORKS, and it feels RIGHT. cool.gif

jgt7771 said:

I don't know if it's right FFG-wise, and I don't care. It WORKS, and it feels RIGHT. cool.gif

That all makes a lot of sense. It underscores the ways I make decisions, and has helped me solve even more issues. I always got confused when someone lost a turn.

Plus, since we can't hope for everything to receive a FAQ entry, playing "how it feels right" when there is no correct answer is probably the best way to play this type of game.