New Lurker preview about the GATE tokens!

By Tibs, in Arkham Horror Second Edition

New Gates to Old Worlds

I really like the new background design. What's best is that, for those of you who noticed, these will replace the gate tokens from Dunwich Horror, which were printed backwards! Oops, hope I didn't ruin that for you ;)

I'm pretty sure all the internal questions I had about the gates have been answered. The moving gates look like the WORST. At least there are split gates, eh?

Can't wait for this to come out.

These look like lots of fun.

Doom gates add an extra "ah crap" moment when an investigator gets sucked in during the mythos phase.

Moving gates add extra tension for when you have an investigator rolling just one die to close - if you don't get it now you just may not get to try again next time.

I'm wondering what that symbol is on the City of the Great Race gate. It looks like some blob with tentacles coming off of it. I also wonder if each of the single 12 gates will all have a special symbol and how many special symbols there will be - of which we know at this point there is sanity, moving, doom, and the aforementioned tentacle blob symbol. This also presumes that there will be 12 single gates and 6 double gates.

And there is still questions of moving gates, such as sealing it in a street. Can it be done since gates can't appear in the streets? When a normal gate is sealed, are you sealing the gate that you just closed, or are you sealing the location to prevent other gates? Because if it is for the location itself, perhaps gates in the street can't be sealed. And what happens if a gate moves into a vortex? The ancient one wakes up due to the cosmic disaster that would probably occur if it were to happen in real life? So many questions, I hope they post the rules soon.

Last comment I have at the moment, is hopefully they pair the other double gates up with more comparable other worlds, because with what is shown, why would you ever enter the Plateau of Leng when you can always pick the Dreamlands? Maybe they should have put two modifiers on the gate, such that if you go to Plateau of Leng (the more difficult OW) you are rewarded with only a -1 to close instead of a -2 for the Dreamlands. I think it's cool they remove monsters of both symbols though, to make up for the more difficult single gates.

DoomTurtle said:

why would you ever enter the Plateau of Leng when you can always pick the Dreamlands?

Leng's not that bad. I'd probably take Leng every time with Gloria (much better chance of one of the two being green), and quite often with high stamina characters. Balanced or high sanity characters, yes, Dreamlands.

And yes, I want to know what happens when a gate moves into a vortex, too. A rift can stay there and doom you all quite happily until you close it. A gate raises a whole bunch of inconvenient questions if it can fit in one.

::wondering whether there are mobile gates to R'lyeh (Silas damnation)::

cim said:

DoomTurtle said:

And yes, I want to know what happens when a gate moves into a vortex, too. A rift can stay there and doom you all quite happily until you close it. A gate raises a whole bunch of inconvenient questions if it can fit in one.

Don't be surprised if it'll be overlooked. I really hope they'll have thought through this issue this time though.

DoomTurtle said:

I'm wondering what that symbol is on the City of the Great Race gate. It looks like some blob with tentacles coming off of it. I also wonder if each of the single 12 gates will all have a special symbol and how many special symbols there will be - of which we know at this point there is sanity, moving, doom, and the aforementioned tentacle blob symbol. This also presumes that there will be 12 single gates and 6 double gates.

I think the blob with tentacles is a madness gate.

www.arkhamhorrorwiki.com/Madness

It's not the exact same symbol, but close enough I'd say. In CoC LCG, that symbol is used to denote the Terror struggle, again to do with insanity.

Dam said:

I think the blob with tentacles is a madness gate.

It's not the exact same symbol, but close enough I'd say. In CoC LCG, that symbol is used to denote the Terror struggle, again to do with insanity.

The original announcement mentioned Madness gates but the picture shown had a brain icon (sanity token) on it. Maybe that was just a mockup and they changed it be closer to the Madness card symbol? Maybe there's an Injury gate as well with the skull?

I checked the earlier previews, yes, there was indeed a gate with the sanity symbol as well. Maybe with that gate you lose Sanity (equal to the gate's modifier or just one), with madness gate you're forced to take a madness if you close it?

I always figured the gate they showed went with the description (Madness gate, lose 1 sanity when you close it).

Dam said:

I checked the earlier previews, yes, there was indeed a gate with the sanity symbol as well. Maybe with that gate you lose Sanity (equal to the gate's modifier or just one), with madness gate you're forced to take a madness if you close it?

Ain't gonna happen. They can't force some of these gates to work only if you have Dunwich :/ Also they're not going to punish you for succeeding at closing a gate. The saniy gate earlier shown only damages you if you fail to close the gate.

And since when rifts are placed in vortexes? I thought that if a rift should move into a vortex, it instead stays where it is.

-Nero- said:

Also they're not going to punish you for succeeding at closing a gate.

Why not lengua.gif ? Eihort is half-way there, so why not go all the way?

-Nero- said:

And since when rifts are placed in vortexes? I thought that if a rift should move into a vortex, it instead stays where it is.

Check the "Official Answers from Kevin Wilson" sticky thread, they can move into rifts.

-Nero- said:

And since when rifts are placed in vortexes? I thought that if a rift should move into a vortex, it instead stays where it is.

Why are you saying this? Rifts do move like normal black bordered monster, so they should be allowed to enter vortexes

Lost Carcosa or Another Time could always be an Injury/Madness gate.

As for rifts on vortexes, that's not really a problem since investigators don't deal with them directly. Gates on the other hand, I can see one of several options:

A) A gate entering a vortex will disappear and cause some consequence such as terror level and expansions board's track goes up (as per normal monster rules), or add a doom token, or wake up the ancient one immediately, etc.

B) A gate stays on the vortex indefinitely with no way to get to it, which is now a permanent gate applied to the gate limit. The only way to close it is through the few items or encounters that let you close gates without going through them. And if any investigator comes out of that gate, they could end up LiTaS or possibly devoured, or perhaps the nearest street/location.

C) A gate stays on the vortex indefinitely, but becomes a temporary location (least likely). You can move onto the space (as can monsters) while the gate is there, but once the gate is closed (and perhaps not allowed to seal on a vortex), then all the monsters on it get sucked into the vortex as normal and investigator is LiTaS, devoured, or placed at nearest street/location.

I will say, the new gate backgrounds are cool looking, and a little more colorful then the bland ones we have now. But if you ever decide to mix up all the tokens together, you'll either know when a new or old gate is coming, or you'll have to use a gate cup and draw randomly.

DoomTurtle said:

Lost Carcosa or Another Time could always be an Injury/Madness gate.

As for rifts on vortexes, that's not really a problem since investigators don't deal with them directly. Gates on the other hand, I can see one of several options:

A) A gate entering a vortex will disappear and cause some consequence such as terror level and expansions board's track goes up (as per normal monster rules), or add a doom token, or wake up the ancient one immediately, etc.

B) A gate stays on the vortex indefinitely with no way to get to it, which is now a permanent gate applied to the gate limit. The only way to close it is through the few items or encounters that let you close gates without going through them. And if any investigator comes out of that gate, they could end up LiTaS or possibly devoured, or perhaps the nearest street/location.

C) A gate stays on the vortex indefinitely, but becomes a temporary location (least likely). You can move onto the space (as can monsters) while the gate is there, but once the gate is closed (and perhaps not allowed to seal on a vortex), then all the monsters on it get sucked into the vortex as normal and investigator is LiTaS, devoured, or placed at nearest street/location.

I will say, the new gate backgrounds are cool looking, and a little more colorful then the bland ones we have now. But if you ever decide to mix up all the tokens together, you'll either know when a new or old gate is coming, or you'll have to use a gate cup and draw randomly.

I think option A would be the best, to solve the problem without creating unnecessary complex exeptions (the rulebook explicitly states that investigators can never enter a vortex area); as you said, a gate is much more problematic than a rift.

I would sugest that when a gate enters a vortex it would:

A) Remove an Elder Sign token from the board (first player chooses)

B) If an Elder Sign token isn“t available, two doom tokens are added to the doom track and all investigators in Other Worlds go to LiTaS.

C) After either A or B are resolved, the gate closes automatically and is returned to the gate pile.

What do you think?

Proto-FAQ:

Q: What happens if a Rift appears in
Dunwich or Innsmouth and moves into a
Vortex?
A: It just sits there. Note that a Rift will still add a doom
token / spit out monsters if it cannot move. The drawing
of the proper dimensional symbol on a Mythos Card is
the trigger for that, NOT the actual movement.

As for the new gates tying in to old expansions, it wouldn't be the first time FFG included material that requires the purchasing of older expansions to fully use (i.e. Epic Battle Cards and Personal Stories).

As for how the moving gate interacts with vortexes... I'll wait for the rules to be released to find out. I just hope it was thought through properly.

I assume that a gate that moves into a street area is burst proof once it's sealed?

I was actually going to assume that Gates in the Streets cannot be sealed, only closed. Otherwise, it becomes an odd strategy to castrate Atlach-Nacha, and I won't stand for that.

Assumption duel at twenty paces? gui%C3%B1o.gif

jgt7771 said:

Assumption duel at twenty paces? gui%C3%B1o.gif

*shoots jgt7771 in the back of the head after 10 paces*

cool.gif

avec said:

I assume that a gate that moves into a street area is burst proof once it's sealed?

Maybe if a later roaming gate moves onto it the seal will be removed. Or, there might only be a very limited number of wandering gates, so that Atlach-Nacha won't be at too much of a disadvantage.

Dam said:

*shoots jgt7771 in the back of the head after 10 paces*

Hey now. That's my kill.

How many moving gates are there though? If there are any only two, it's not going to make much of a difference. I'd just say that moving gates can't move onto Elder Signs and that Gates going through Vortices return to the stack and trigger the usual monster goes through vortex effect.