In-game order

By Anarin, in Arkham Horror Second Edition

Question is based for some spells which can be cast in Other worlds for example "Call friend". It allow you to summon player which is not moved yet into your location (even Other world).

Does you first move from first to second area in Other world and then you can cast spell

or

you first cast spell then move

or

anyway player wish.

This can be important cause if you first move then cast spell you are prevented from summoning more than 1 player in Other world (cause when you are in 2nd area after move you will exit Other world)

Methinks that you can use "Call Friend" before or after you move. However, the investigator that you summoned cannot move beforehand, as the spell's effect takes up the summoned investigator's entire movement.

mi-go hunter said:

Methinks that you can use "Call Friend" before or after you move. However, the investigator that you summoned cannot move beforehand, as the spell's effect takes up the summoned investigator's entire movement.

i know about move effect - but if you can call before and after then you can call 2 people in Other world (that would be too imbalanced) if you do this :

-first when you are in 1st part you move to 2nd part and summon 1 player

-next turn before you you summon another investigator then (this way that investigator won't have encounter in Other world (?))

Anarin said:


-first when you are in 1st part you move to 2nd part and summon 1 player


-next turn before you you summon another investigator then (this way that investigator won't have encounter in Other world (?))



I'm not so sure I get the point. Why should this unbalanced?


1st round: you are in the first area of the OW. You can cast it before or after moving to the second area. If you cast it before moving, then you'll have two investigators in that OW (remember that the summoned investigator cannot move for that round, so you'll have an investigator in the 2nd area - the summoner - and one in the first - the summoned). If you cast it after moving, you'll have two investigators in the 2nd area of the same OW (which is definitely wiser).


2nd round: since you start in the 2nd area of the OW, you can cast it again, but I can't see why this should be a problem. Not to mention that is very strange that you need 3 investigators in the same OW, considering the fact that generally (I should check Lurker gates) you have only two gates leading to the same world? The only time I think this can be useful is that the summoner doesn't have enough clues for sealing, while the 2 summoned do, and there are two open gates leading to the same OW. A very rare case. Nonetheless, if you have the spell and the chance to cast it, why not?

don't forget the gatebox, that could make three investigators in same OW useful for a closing victory.

Taurmindo said:


don't forget the gatebox, that could make three investigators in same OW useful for a closing victory.



Yes, it can be an interesting combo. Even other spells may offer exploitable combinations, but nonetheless, it's something very rare. I cannot remember the last time I had a gate box. I think Anarin said that the spell was umbalancing a little the game per se, that's why I tried to answer figuring situations where only Call friend is used.

Julia said:

Anarin said:

-first when you are in 1st part you move to 2nd part and summon 1 player

-next turn before you you summon another investigator then (this way that investigator won't have encounter in Other world (?))

I'm not so sure I get the point. Why should this unbalanced?

1st round: you are in the first area of the OW. You can cast it before or after moving to the second area. If you cast it before moving, then you'll have two investigators in that OW (remember that the summoned investigator cannot move for that round, so you'll have an investigator in the 2nd area - the summoner - and one in the first - the summoned). If you cast it after moving, you'll have two investigators in the 2nd area of the same OW (which is definitely wiser).

2nd round: since you start in the 2nd area of the OW, you can cast it again, but I can't see why this should be a problem. Not to mention that is very strange that you need 3 investigators in the same OW, considering the fact that generally (I should check Lurker gates) you have only two gates leading to the same world? The only time I think this can be useful is that the summoner doesn't have enough clues for sealing, while the 2 summoned do, and there are two open gates leading to the same OW. A very rare case. Nonetheless, if you have the spell and the chance to cast it, why not?

It can be useful for several reason :

-if player have gate box

-if there is several opened gates (we play with lurker gates)

-if gate is difficult to close so 2 investigators rolls dice instead of one

Reason i thought this is OP cause there are spells which are discarded which are less usable

I'm not sure that you get explore token if you don't have encounter in other world - is there answer from game creators?

Julia said:

Taurmindo said:

don't forget the gatebox, that could make three investigators in same OW useful for a closing victory.

Yes, it can be an interesting combo. Even other spells may offer exploitable combinations, but nonetheless, it's something very rare. I cannot remember the last time I had a gate box. I think Anarin said that the spell was umbalancing a little the game per se, that's why I tried to answer figuring situations where only Call friend is used.

Luke start with gate box :) We finished one game cause of that combo - 3 gates closed in 1 turn cause summon friend (with Luke in game you close each time 2 gates if you summon him in 2nd area)

Unbalancing? Nah. It has a sanity cost, and not just anyone can just auto-cast it. Useful? You bet! Part of an awesome combo? Totally. I've yet to use the spell, myself. Partly because I rarely see it (my spell deck is the biggest, thanks to Curse of the Dark Pharaoh), and also thanks to proper "situations" not coming up. Unless they were foreced into that gate without enough clues, no one had an elder sign, AND someone else had 5 clues at the time and wasn't going to enter an "easier" gate on their turn. THEN I'd use it for a particularly good reason.

And for the record, I think Tibs says that, in the OW, once you move from spot 1 to spot 2 of the OW, your turn ends, so you can't cast movement spells once you move. Not sure if I agree, but I certainly don't disagree. This situation hasn't come up yet for me (because only "find gate" is something I'd use in the movement phase in an OW, and that's something you'll use before you move, anyway...).

I don't think it's possible to travel through an OW without having at least one encounter there. And Call friend does not prevent you from this. Anyway, you receive an explorer marker whenever you "return to Arkham" (as per movement from the OW 2nd area or because of a lucky OW encounter)

The spell is useful indeed; I'm just saying I don't think is overpowered, and that's all. As for gates difficult to seal / close... I'll never send two investigators able to seal a gate in the same OW. But maybe it's just me.

Julia said:

I don't think it's possible to travel through an OW without having at least one encounter there. And Call friend does not prevent you from this. Anyway, you receive an explorer marker whenever you "return to Arkham" (as per movement from the OW 2nd area or because of a lucky OW encounter)

The spell is useful indeed; I'm just saying I don't think is overpowered, and that's all. As for gates difficult to seal / close... I'll never send two investigators able to seal a gate in the same OW. But maybe it's just me.

if you have gate -4 diff. 2 investigators can help a lot

Anarin said:

Julia said:

I don't think it's possible to travel through an OW without having at least one encounter there. And Call friend does not prevent you from this. Anyway, you receive an explorer marker whenever you "return to Arkham" (as per movement from the OW 2nd area or because of a lucky OW encounter)

The spell is useful indeed; I'm just saying I don't think is overpowered, and that's all. As for gates difficult to seal / close... I'll never send two investigators able to seal a gate in the same OW. But maybe it's just me.

if you have gate -4 diff. 2 investigators can help a lot

Very true. With these darn Lurker gates, it just might be the best strategy to have back-up just in case.