Monster and Gate Appear in Arkham Encounters Phase

By valvorik, in Arkham Horror Second Edition

When this happens on a location, the investigator is drawn through gate and delayed (that is clear in rules).

Since this was Arkham Encounters does that mean another encounter same turn in Other World Encounters (meaning overall they have 3)?

As I understand it the purposed of delaying investigators sucked through (mechanically) is to ensure they have 2 otherworld encounters, so I assume they don't have another encounter.

(Yig's luck holding out, 1st turn and 2 different Arkham Encounters open 2 gates on investigators, turn track ends at 4 end of Turn 1).

If you get "a gate and a monster appears", your Arkham Encounter was that, you still have an OW encounter this turn. I think the perception is different when you move to a location with an already open gate. Then, your Arkham Encounter is getting sucked in, you have an OW encounter that turn. You're most likely looking at 3 OW encounters when you get "a gate and a monster appears". The delay bit is there to ensure you have a minimum of 2 OW encounters, having more is better (for the GOO demonio.gif ).

Arkham Encounter and OW encounter are different phases, if you meet the conditions for both during one turn, you have to deal with both.

Thanks - hurray, got an encounter that "returned to Arkham" immediately

Note that in that case you're still delayed, meaning no moving next turn, so unless you seal the location, could draw another "a gate and a monster appears" partido_risa.gif .

Dam said:

Note that in that case you're still delayed, meaning no moving next turn, so unless you seal the location, could draw another "a gate and a monster appears" partido_risa.gif .

That's a joke btw, not a ruling (you don't draw encounters at locations where there are open gates).

But being "returned to Arkham" would come out the gate you came in and it would count as "explored" (all "returned to Arkhams" do that right?). So delayed, but not planning on moving anyway (so yes if a monster there nasty), and but then on Arkham Encounters phase closing that gate perhaps (in this case no, didn't have clues to seal it being so early and figured leaving a hot spot gate in place better than inviting another doom token by just closing).

rob

Avi_dreader said:

Dam said:

Note that in that case you're still delayed, meaning no moving next turn, so unless you seal the location, could draw another "a gate and a monster appears" partido_risa.gif .

That's a joke btw, not a ruling (you don't draw encounters at locations where there are open gates).

Not necessarily a joke, though you'll have to spend an extra turn at the location (maybe Evading the nasty monster there). Gate pops on you, sucked in, delayed, then OW returns you to Arkham. Next turn, stand up, close, still the monster is bugging you. Following turn, kill the monster, get another gate appears.

Dam said:

Avi_dreader said:

Dam said:

Note that in that case you're still delayed, meaning no moving next turn, so unless you seal the location, could draw another "a gate and a monster appears" partido_risa.gif .

That's a joke btw, not a ruling (you don't draw encounters at locations where there are open gates).

Not necessarily a joke, though you'll have to spend an extra turn at the location (maybe Evading the nasty monster there). Gate pops on you, sucked in, delayed, then OW returns you to Arkham. Next turn, stand up, close, still the monster is bugging you. Following turn, kill the monster, get another gate appears.

Closing without sealing? Tsk tsk.

I've had it happen. Sucked through without enough clues to seal, fight my way through, close the gate, next turn encounter opens the gate again. In my last game with Luke it happened twice in a row. llorando.gif

I agree, it's much more fun when you seal a gate, bam, gate burst the same turn. Ever better when that same exact thing happens for the second time in the same game demonio.gif (at the same location no less).

Strategically, unless the # of gates is nearing "apocalypse" level , a "all gates closed" victory is near, or by coincidence the gate is keyed to goodly number of pesky critters, it's not really a good idea to close without sealing isn't it? Just inviting another doom sign on the track with a re-opening there later?

Now those can happen of course, I'm at 4 gates sealed, 2 open right now (solo game likely not concluded until Tuesday) and if on the last gate the right number of gate tokens are in-hand, yeah would send in an investigator without clues to seal on chance of victory that way.

Rob

valvorik said:

Strategically, unless the # of gates is nearing "apocalypse" level , a "all gates closed" victory is near, or by coincidence the gate is keyed to goodly number of pesky critters, it's not really a good idea to close without sealing isn't it? Just inviting another doom sign on the track with a re-opening there later?

Now those can happen of course, I'm at 4 gates sealed, 2 open right now (solo game likely not concluded until Tuesday) and if on the last gate the right number of gate tokens are in-hand, yeah would send in an investigator without clues to seal on chance of victory that way.

Rob

I wouldn't ever bother sealing a gate at Y'ha Nethlei (unless I felt it necessary to win the game). And I'd consider whether or not I should seal a low frequency gate depending on circumstances.

Avi_dreader said:

I wouldn't ever bother sealing a gate at Y'ha Nethlei (unless I felt it necessary to win the game). And I'd consider whether or not I should seal a low frequency gate depending on circumstances.

Not even when trying to seal Atlach-Nacha gui%C3%B1o.gif ? I would think he/it changes the focus on which gates to seal, that is low-priority are better than med- or high-priority. With Y'ha-nthlei having 2 Mythos cards that open a gate on it, only seals safer are via Great Seal or Naacaal Key (latter assuming you can open a gate at a stable location).

Dam said:

Avi_dreader said:

I wouldn't ever bother sealing a gate at Y'ha Nethlei (unless I felt it necessary to win the game). And I'd consider whether or not I should seal a low frequency gate depending on circumstances.

Not even when trying to seal Atlach-Nacha gui%C3%B1o.gif ? I would think he/it changes the focus on which gates to seal, that is low-priority are better than med- or high-priority. With Y'ha-nthlei having 2 Mythos cards that open a gate on it, only seals safer are via Great Seal or Naacaal Key (latter assuming you can open a gate at a stable location).

I wouldn't try to kill Atlach by sealing, I'd squash it in combat.