Simple Newb Question

By trianglemoon, in Arkham Horror Second Edition

I'm sure this has been asked a billion times, but I'm having trouble using search.

When an investigator returns from Other World, are they required to have an encounter, or is their attempt to close the gate considered an encounter?

We've also been unclear on sealing of gates. If using clues to do this, is there a specific time it can/should occur? We ran into a situation where an investigator received clues (I don't recall how) at a point other than Encounter. Reading about sealing, it appears as soon as you have 5 clues, assuming you're still sitting on an "explored" marker, you can attempt to seal the gate.

Any help greatly appreciated!!!

While a gate is on a location, that location does not exist (in other words, you can't draw encounters there until the gate is closed).

As long as you have an explored token, you can seal a gate. So lets say you only have four clues and someone takes an item that functions like clues, or an elder sign onto your space (trades them to you then moves off— remember, being sucked into gates happens during the encounters phase, not the movement phase), you can then use the investigator with the explored token to seal.

Billion and one actually :')

I suggest you read the manual a few more times. It's really badly written (I was still making major game errors after two years of playing), but rereads do help, somewhat.

Thanks for the reply!

I don't think the rules are all that poorly written. There's really only a couple of places where we struggled, closing and sealing being one.

I didn't realize a gate effectively replaces a location, and since encounters only occur at locations...it makes sense now.

I regularly game with a group of 5-7 and we're quite excited to give this another try soon! Thanks again!

Chad S.

Ballwin, MO

There's a reason there's a 33 page FAQ errata type work in progress ;')

You probably find the rules easier to manage since the original manual now comes with an index. The rules in it aren't really organized in a highly logical way (some of them are, but not all of them, they have little bits of miscellania scattered around). I've heard the newer editions indexes make them *much* easier to deal with. I'll be surprised if don't make some significant rules error though :') good luck finding out which one it is though.

Yeah I agree with dreader when it comes to a person running to your location dropping off a elder sign or some clues and getting out. The only thing that can screw you up is a monster sitting there. You the person coming back from the other world do not have to worry about him/her but your buddy will and then he is stuck and gets sucked through.

1. If you are short on clues and there is no monsters there let your friend bring you some. So long as they have at least enough movement to get back to the streets.

2. The time limit you were asking about is as long as you do not leave you can still close. If you leave you lose the encounter marker.

Question for myself I just thought of: Even if I do not have enough clues to seal, do I have to try to close the gate no matter what or can I just wait?

Knowing if you stay ideal for 2 rounds you will prob lose the game anyways

Hope I helped some

teh-V1s1on said:

1. If you are short on clues and there is no monsters there let your friend bring you some. So long as they have at least enough movement to get back to the streets.

Barring some rare but very well stated special effect, investigators may not trade clue tokens. The closest you can come is to trade the Research Materials item, or to trade Tomes or other items that can generate clues at the expenditure of movement (but then the item might not be usable until the next turn, depending on movement arrangements).

Right. You can only trade items that create clues or that function as the equivalent of clues. Normally clue trading isn't allowed.

good to know thanks