Verify this turn:

By yeroc2, in Arkham Horror Second Edition

Just learning AH and wanted to verify a particular turn I had:

Please verify items labeled V{N} were done correctly, or clarify as needed.

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I. Upkeep: Not Relvant

II. Move: Investigator moves to a location, collects the two clues there.

III. Arkham Encounters: Investigator draws location card. A gate and a monster appear.

V1: Investigator immediately gets sucked through gate, is delayed and does not combat monster.

V2: Even though a new gate opened, no doom token is added to the doom track, since this was not part of a Mythos phase.

IV: Other World Encounters:

V3: Finding himself in another world the investigator has [another] encounter.

Encounter: A rope appears and a skill check is made to climb it. Success! Investigator is back in Arkham.

V4: The investigator is back in the same location he entered in Phase II, still delayed (by choice - he could go to any valid gate to the world he was in), now with an explored token. There still is no combat with the monster at the location.

[This is what surprises me - normally this would take a number of turns to get to this state]

V. Mythos: Monster doesn't move (symbol not on mythos card). Rest not relevant.

[Next Turn]

I. Upkeep: Not Relevant

II. Move: Investigator stands up (removes the delayed condition). Must combat monster [flee or fight]. (Success - he kills the monster)

III. Arkham Encounter:

V5: Investigator may now attempt to close the gate.

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Unrelated:

V6: Flying creatures in the sky only attack investigators in the streets [not locations] when a Mythos card tells them to move. Color is not relevant (black/white). If there are no investigators in any streets when a flying creature in the sky should move, they don't move but remain in the sky.

V7: Does an investigator have to fight? E.g. He is trying to get to a[ny] gate to close it but keeps getting attacked in the street by flying monsters. Failing his evade [sneak sucks] and killing the monsters [fight rocks]. This causes him to end his movement turn without moving, when in fact all the nice monster wants to do is give him a ride to a gate if he would just be so kind as to fail combat. (ability written on card)

V8: So long as you don't switch what is in your hands [e.g. an active spell] and the spell doesn't specifically say it's effect ends with combat, the spell remains active for multiple turns without having to cast it each turn (and maybe pay stamina each casting).

Thanks in advance for comments on these issues.

Cheers,
Corey

V1. correct.
V2. doom token is added on all gate openings. even from encounters.
V3. correct. being delayed does not affect having encounters.
V4. correct. if the monster is on the board it is only fought during movement phase. only encounter-spawned monsters are fought in encounter phase(s).
V (the regular #5, not something requiring verifying..) monster would not move anyways, since they don't leave investigators once they're on the same spot.
V5. correct.
V6. correct.
V7. i assume you talk about the nightgaunt. i'm not sure if you're allowed to intentionally fail the combat check. you can however choose to not use weapons, thus lowering your ability to succeed..
V8. spells take instant effect. most non-expansion spells require exhausting and is temporary, being refreshed during upkeep.

note that some of the above answers have exception clauses if you're using some of the expansions.

V2: A doom token is still added. A doom token is added every time a new gate opens.

Mythos: A monster in a location with an investigator shouldn't move anyway, even if its symbol comes up.

V6: Yes, they remain in the sky.

V7: You could deliberately try to evade the Night Gaunt, even if you would roll zero dice. In this case, you would fail and it would toss you into the nearest open gate. If you got any dice for your evade check, you'd either pass and continue moving, or fail and be thrown into a gate. You can't ignore successes, but you can choose not to use weapons or change your sliders and sabotage yourself.

V8: An "active" combat spell in your hand will remain active for multiple combat rounds during the same combat . Once combat is over or you switch the spell out, it's deactivated and can't be cast until the next upkeep. It isn't available for multiple turns.

Thanks all for the quick and concise responses.

Regarding V8 - the spell in question was Wither - 0 stamina cost. Nowhere on the card did it say to exhaust it (if I recall from memory correctly - could be wrong here) I see now that in the rules there is an example that specifically states wither would be exhausted (first example page 6) however I cannot find the base rules that states spells are exhausted once cast. (even though this makes complete sense). No further comments needed, this is just an observation, in case the rules are refined.

V9: Are weapons/items exhausted when used in combat also? [even if they don't specifically state it]

Cheers,
Corey

All spells are exhausted when you attempt to cast them (some are discarded if you succeed). Nothing else is exhausted unless it says so. There is no restriction on the amount of times a Tommygun can be used, for example.

for clarification's sake, wither does indeed specify "cast and exhaust.."

it also says "..until the end of this combat."

Thanks - my mistake. Pretty steep learning curve without someone to walk you through things... Seems to be a pretty fun game though!

- Corey

Tibs said:

V7: You could deliberately try to evade the Night Gaunt, even if you would roll zero dice. In this case, you would fail and it would toss you into the nearest open gate. If you got any dice for your evade check, you'd either pass and continue moving, or fail and be thrown into a gate. You can't ignore successes, but you can choose not to use weapons or change your sliders and sabotage yourself.

Of course if you had a skill card to re-roll certain abilities (evade or combat) then this would also come in useful to re-roll too many successes....

On a related note, if you were to draw a Nightgaunt out of the cup in an Other World you could also be "unlucky" enough to fail a fight or evade check and have to suffer the consequences of being drawn through the nearest open gate....

Oh wait! That would take you back to Arkham with an explored token :)

In the course of writing this thread I have thought of a question of my own. What would happen if you were in an Other World with no open gate to it and you encountered a Nightgaunt? If it ever happened I would say there would be no consequence - but does anybody think that you would end up Lost in Time and Space?

Krawhitham said:

Of course if you had a skill card to re-roll certain abilities (evade or combat) then this would also come in useful to re-roll too many successes....

On a related note, if you were to draw a Nightgaunt out of the cup in an Other World you could also be "unlucky" enough to fail a fight or evade check and have to suffer the consequences of being drawn through the nearest open gate....

Oh wait! That would take you back to Arkham with an explored token :)

In the course of writing this thread I have thought of a question of my own. What would happen if you were in an Other World with no open gate to it and you encountered a Nightgaunt? If it ever happened I would say there would be no consequence - but does anybody think that you would end up Lost in Time and Space?

You would be lost in Time and Space. Whenever you leave an OW and there's no legal place to return to, you are lost in Time and Space.

And to mimic what others have said, when I intend to go in a gate via Nightgaunt, I always choose evade, since, my Sneak is usually not that high, and you don't have to make a Horror check! Assuming you fail the evade check, that is, if you succeed, you have to go into battle as normal! But as others have said, you can un-equip weapons and that combined with its -2 combat rating and 2 toughness will surely help you fail in this case, too! Just...after passing/failing that horror check...

EcnoTheNeato said:

Krawhitham said:

Of course if you had a skill card to re-roll certain abilities (evade or combat) then this would also come in useful to re-roll too many successes....

On a related note, if you were to draw a Nightgaunt out of the cup in an Other World you could also be "unlucky" enough to fail a fight or evade check and have to suffer the consequences of being drawn through the nearest open gate....

Oh wait! That would take you back to Arkham with an explored token :)

In the course of writing this thread I have thought of a question of my own. What would happen if you were in an Other World with no open gate to it and you encountered a Nightgaunt? If it ever happened I would say there would be no consequence - but does anybody think that you would end up Lost in Time and Space?

You would be lost in Time and Space. Whenever you leave an OW and there's no legal place to return to, you are lost in Time and Space.

And to mimic what others have said, when I intend to go in a gate via Nightgaunt, I always choose evade, since, my Sneak is usually not that high, and you don't have to make a Horror check! Assuming you fail the evade check, that is, if you succeed, you have to go into battle as normal! But as others have said, you can un-equip weapons and that combined with its -2 combat rating and 2 toughness will surely help you fail in this case, too! Just...after passing/failing that horror check...

You are not leaving an OW, but are being drawn through the nearest gate. I went and looked at the wiki to get the wording of the Nightgaunt and found this helpful piece:

Also, according to Kewin's answers, if an investigator fails a combat check against a Nightgaunt while in Arkham and no gates are open, or while in an Other World and no gates are open, the combat immediately ends with no effect. (Note that this can occur if all gates have been closed but the investigators do not collectively have enough gate trophies to win.)

http://www.arkhamhorrorwiki.com/Nightgaunt

I should have just looked at the Wiki before asking my question :P

Thanks for that link! Didn't realize it existed! That would have answered my Wither question.

Cheers,
Corey

Ah, I knew the answer if there were no gates in Arkham, but not that the same applied if you were in an OW with no gates. Thanks! That's never come up yet but now I know ^_^

Here I figured that "leaving an OW" and "being drawn through a gate while in an OW" were the same thing...