Casting Call Friend in Y'ha-nthlei

By AVEC2, in Arkham Horror Second Edition

Does Y'ha-nthlei's Inaccessible ability prevent Call Friend from being cast there?

Call Friend: Movement Phase: Cast and exhaust to choose an investigator in Arkham who has not moved this turn. Move that investigator to your current space (even an Other World). The investigator may not move again this turn.

Inaccessible: Investigators may only enter Y'ha-nthlei from Devil Reef or when returning to Arkham from an Other World, regardless of other game effects. This is true even if there is an open gate here.

In most games the cards generally trump the rules. My thought would be that the spell specifically breaks rules where movement is involved so It would make sense that it would work. My oppinion may differ from that of the opinions that count though.

Board likely trumps spell.

The board specifically states regardless of other game effects which probably includes returning from LiTaS, the patrol wagon as well as any other form of special movment. This spell and other things like Mi go brain case and Silis Marsh's ability seem like they may be able to work but the board negates them all.

Ah yes I forgot that patrol wagon and the lot had been ruled out. This likely would be lumped in with them then.

That sounds about right. Thanks.