Newish player question

By Liam Kelly, in Arkham Horror Second Edition

Hi guys, I have tried trawling through the FAQ threads and couldn't see an answer to my question. It is quite a minor one but help would be appreciated.

Some Mythos cards will close locations for one turn. I understand that that characters and monsters are put out on the street. If that location has a clue token on it does it disappear or does it stay? Personally I think it should stay, one of the guys I am playing with thinks no. The particular situation was that the location was closed due to a police raid.

Is there anything official regards this? How have ye guys played out this situation. Many thanks for your time

Liam

Clue tokens on closed locations remain there. If you're using the base game, there are no locations that will permanently close that can have clue tokens on them. So once the location opens back up you can get the clue.

Note also that an open gate on a location overrides the "close" token, so an investigator could enter a gate that's on a closed location.

Tibs said:

Clue tokens on closed locations remain there. If you're using the base game, there are no locations that will permanently close that can have clue tokens on them. So once the location opens back up you can get the clue.

Note also that an open gate on a location overrides the "close" token, so an investigator could enter a gate that's on a closed location.

Many thanks for the quick reply Tibs. That's excellent

Regards

Liam

Another question if I may, more of clarification to do with passing through gates.

I understand that if you walk into a gate, you move to the relevant other world and don't have any movement points i.e. forcing you to have two encounters before returning to Arkham. If a gate opens where your character is, you get sucked in and are delayed. Is the purpose of the delay is to force you to have an encounter in the first half of the other world as you have moved to the other world outside of your normal movement phase? So basically no other penalty so in fact once in the other world you do normal upkeep, stand up as movement and then encounter first half of other world.

The reason the question has come up was initially I thought if you're delayed due to you being sucked into a gate that opened up at your location, you'd be at a disadvantage compared to someone who has willingly walked into a gate ie has time to prepare themselves etc. I suspect now is it is only to prevent skipping the first half of the world bymoving in the movement phase.

Any help would be appreciated

Liam

You're correct, the intention on being delayed is that your investigator has 2 other world encounters instead of just one. Note, however, that if you're sucked through a gate due to one opening during a location encounter ("A gate and a monster appear!") you'll end up having 3 encounters: One on the turn you're sucked through and delayed, one on the next turn when you stop being delayed, and one on the turn after that when you move to the second other world area.

Really? You have THREE encounters if you get sucked in when it opens on you? I just thought that your encounter for that turn was the "gate opens."

karpluker said:

Really? You have THREE encounters if you get sucked in when it opens on you? I just thought that your encounter for that turn was the "gate opens."

Your Arkham Encounter is "a gate and a monster appears". You still have the OW Encounter Phase (Phase 4) to contend with. Being delayed doesn't stop you from having encounters and AE and OW Encounters are separate phases.

Liam Kelly said:

as you have moved to the other world outside of your normal movement phase?

Note that (barring some special cards like White Ship from Kingsport) you never actually move through gates into Other Worlds on your Movement Phase - you do it on your Arkham Encounters Phase.

The Phases are:

1. Upkeep (should be obvious)

2. Movement (you move around Arkham, or from the first Other World area to the second, or from the second back to Arkham)

3. Arkham Encounters (you take encounters in Arkham, move through gates into other worlds or try to close gates)

4. Other World Encounters (should be obvious)

5. Mythos Phase

Following the above Phase order meticulously should spare you from lots of confusion.

-Villain

That you all for your replies, things are a lot clearer now

Cheers

Liam

Wait there, guys!! Are you all forgetting the last paragraph of the "Phase III" section? Page 9, in the Arkham rulebook, in the "Important" section, it says that if an investigator is drawn through a gate due to an Encounter, he is considered being sucked in "in the Mythos phase", so that's AFTER the Other World Encounters phase! That way, you DO NOT have 3 Other World encounters, only 2. (the one for the turn you stand up, and another one the following turn)

Fecktor said:

Wait there, guys!! Are you all forgetting the last paragraph of the "Phase III" section? Page 9, in the Arkham rulebook, in the "Important" section, it says that if an investigator is drawn through a gate due to an Encounter, he is considered being sucked in "in the Mythos phase", so that's AFTER the Other World Encounters phase! That way, you DO NOT have 3 Other World encounters, only 2. (the one for the turn you stand up, and another one the following turn)

We aren't forgetting anything, you're just not looking at the whole quote gui%C3%B1o.gif .

"Important: If an investigator is drawn through a gate
that appears as a result of an encounter (such as “A gate
appears!” or “A gate and a monster appear!”), then he is
delayed, just as if he had been drawn through a gate in
the Mythos Phase." (p. 9)

The "as if" part is the key, you're not sucked in the Mythos Phase, just in a similar manner (that is, you're delayed) than you would when a gate from a Mythos opens on you. Note also how that paragraph explicitly states you are delayed when sucked through in this manner cool.gif .