How many turns does it exactly take to go to, explore another world and then seal the gate, in normal conditions ?

By Fanfan, in Arkham Horror Second Edition

Hello !

I just registered on the site, and I am happy to discover a large, active and friendly community !

My wife bought me the game for Christmas. I have a huge background in board and card games, while it is one of the first game she tries, but we boss fell in love with this game the same way.

But I can't find the answer to a very simple question: How long does it take to take care of a gate ?

My understanding is the following:

Turn 1: move investigator to the gate, and teleport to the other world

Turn 2: face Encounter 1 of the other world, if not delayed then

Turn 3: face Encounter 2 of the other world, if not delayed, you can go back to Arkham and directly attempt to close/seal the gate.

It is unclear to me if you can face an encounter in the other world on Turn 1 after you moved to the gate.

It is not clear either if you can attempt to close the gate the same turn after facing Encounter 2. If you can, would you be able to seal the gate without having to evade/fight a monster there, as you are still in the encounter phase ?

Can someone be so kind to provide us with a detailed answer of how things take place ? And how it would work if you success at casting 'find gate' ?

I am sorry this is blurry to me as it seems to be something evident for everyone ... but I am starving for a clear answer :)

Thank you very much !

Here's the breakdown. Just follow the order of the phases:

Turn 1: Get pulled through the gate during the Arkham Encounter phase and end up on the first space of the Other World. During the Other World Encounter phase (right after Arkham Encounter phase), you have an Other World Encounter.

Turn 2: During movement, move to the second space. Then during the OW Encounter phase, have an encounter.

Turn 3: During movement, move back into Arkham. During the Arkham Encounter phase, you can try to close/seal the gate. You may ignore any monsters on the gate the turn you return to Arkham.

With Find Gate, Turn 1 is the same, but during movement of Turn 2, you cast the spell and return to Arkham, and can try to close the gate during the Arkham Encounter phase. You basically skip Turn 2 of the process.

Brine said:

Here's the breakdown. Just follow the order of the phases:

Turn 1: Get pulled through the gate during the Arkham Encounter phase and end up on the first space of the Other World. During the Other World Encounter phase (right after Arkham Encounter phase), you have an Other World Encounter.

Turn 2: During movement, move to the second space. Then during the OW Encounter phase, have an encounter.

Turn 3: During movement, move back into Arkham. During the Arkham Encounter phase, you can try to close/seal the gate. You may ignore any monsters on the gate the turn you return to Arkham.

With Find Gate, Turn 1 is the same, but during movement of Turn 2, you cast the spell and return to Arkham, and can try to close the gate during the Arkham Encounter phase. You basically skip Turn 2 of the process.

just to add if you get back on some encounter in OW don't forget that you need to fight monsters cause its next turn.

makes everything clear !

Thank you Brine ! Giving this kind of free answer to a beginner's question is a good indicator of a welcoming forum :)

Next set-up is on table: Kingsport, Lurker add-ons

My wife plays Bonnie and Clyde (Jennie Barnes and Michael McGlenn) and I got a random pair of scientists (Kate Wynthrop and Carolyn Fern) to defy

Yogg Sothoth and Tulzscha !

Thanks again!

Mighty brave to take on some expansions in your first ventures of playing. Good luck to you ^_^

Oh, and I'd stay away from Atlatch Natcha for a while. A long while o_O

Indeed Ecno !

Here is the story: as we were quite successful (even with my awful interpretation of the trip to other worlds) with just Arkham, and even more with Arkham + Lurker , with each one of us taking 1 investigator ...

We tried to go the same way, adding Kingsport (that my wife offered after passing a sneak test when I was late coming back from work)

Here was our set-up:

ONLY 2 (mediocre) investigators

AGAINST

Atlach-Nacha and Ghroth

playing with Arkham, Lurker and Kingsport rules and cards.

We did not really realize what happened to us, felt a little disapointed and found this forum ... After reading a few topics (and mainly the excellent Statistics reports !), I realize that it is indeed considered a very tough set-up :)

The game went so fast that we had the time to take our revenge and successfully defeated Ctuhulu in hand-to hand combat !

(we chose to add a 3rd investigator to cope with Kingsport rifts)

Michael McGlenn, Ashcan Pete and a lucky draw of the impressive Mandy Thompson

with the assistance of Noden

AGAINST

Cthulhu and Ghorth

The 2 keys to the fight were the

- 2 blessings and the powerful weaponry of Michael and Pete with the help of Mandy's touch

- The ally 'Basil Elton', that we picked at Ma's house on the very last turn, mainly because of the +1 fight ... till we read Cthulhu's 'Crashing wave' sinister plot card and sent a truck of flowers to this brave Basil !! :)

Ah, such is the way, sometimes. Yeah, luckily guardians are in that set. So I say if you use the Kingsport board and/or a Herald, you should definitely do a guardian :-) But! That's to help you win at least some of the time. I know I have fun losing, but too much of it and I'd get all frustrated sad.gif

my tip is to play with more investigators - at least 5. Cause 2 monster on gate instead of 1 is much more challenging (especially when you draw 2 dark young or star spawn + formless spawn angel.gif).