awesome combo

By Guest, in Arkham Horror Second Edition

If you play Luke (the Dreamer) then follow these simple steps:

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1. When you get out of the Dreamlands, use your Gate Box to exit the most low-frequent location with a gate available. Otherwise, any loaction would do.
2. Close the gate, and in the following turn immediately hop into another gate.
3. Exit another low frequency location if possible, but if not any location would do. Close the gate. You now have 2 gate trophies.
4. Travel to Kingsport and purchase Captain of the White Ship. This is where the fun starts.

CaptainOfTheWhiteShip.pngTheWhiteShip.png

5. Instead of your movement in the following turn, use the White Ship to enter the Dreamlands (or any Other World your prefer).
6. This will net you 1 Clue. In the following turn, you will move to the 2nd area of the Other World. 1 more clue.
7. Instead of movement in the next turn (which will return you to Arkham) use the White Ship to sail to the 1st area of your Other World. 1 more clue.
8. Repeat steps 6-7 as needed. As soon as you have enough clues exit to any location with a gate and seal it, and in the next turn sail to your other world.
9. Repeat steps 6-8 for the rest of the game.

Enjoy.

The problem I see with this is simple: While you are farming clues at a rate of 1 per turn, you aren't picking up any equipment outside of your starting gear and whatever the Other World encounters deck decides to throw at you. So you are, in essence, taking a maximum of 5 turns to seal a gate. And through this whole process, your teammates are without your aid in taking care of monsters or sealing rifts.

On the plus side, the possibility of having upwards of 5 gates to exit at the end of this sequence (if not more) will ensure you'll pretty much get to seal whatever you want! :D

The usefulness of the White Ship for Luke was publicly recognized two years ago— as soon as Kingsport was released. Consider using a more descriptive title for your thread, since "awesome combo" is potentially news. This is not.

I like this combo

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Step 1: go to bank

Step 2: take out bank loan

Step 3: make big profit!

::Laughter::

This came up in an earlier game tonight and it felt a bit broken but...

If you use the White Ship to move to any 1st are of an Other World instead of normal movement then you are basically giving up all move/movement points for that turn, right?

If you go in during Arkham movement you don't get an Other World movement phase where you could potentially cast Find Gate to come right back out on the same turn do you?

I'm sure this has been officially addressed at some point but I promised I'd ask and this seems like the perfect thread to ask.

Shaggy said:

This came up in an earlier game tonight and it felt a bit broken but...

If you use the White Ship to move to any 1st are of an Other World instead of normal movement then you are basically giving up all move/movement points for that turn, right?

If you go in during Arkham movement you don't get an Other World movement phase where you could potentially cast Find Gate to come right back out on the same turn do you?

I'm sure this has been officially addressed at some point but I promised I'd ask and this seems like the perfect thread to ask.

It's been errataed that you can't do that in the proto-FAQ (it's not published yet in case you're new here). I used to love getting the white ship for speedily shutting gates, but, alas, that is now no longer legal.