Innsmouth Track and Monster Surges

By gforce200, in Arkham Horror Second Edition

The Innsmouth rules say to add to the Deep Ones track when a gate is prevented from opening. The rules list a few circumstances but do not reference what happens if a gate already exists and a monster surge happens. Will this trigger an addition to the Deep One track?

Thanks for the help.

No, monster surges don't count. In this case, a gate is not prevented from opening; rather, something else is caused (the monster surge).

Thanks for the clarification. This was our first game with Innsmouth so wasn't sure how fast the Deep one track was meant to fill up.

Trust me: elder signs and vortexes alone will be plenty. There are some brutal Innsmouth cards just waiting to spring their surprises upon you.

Actually, monster surges do advance the Deep Ones Rising track, but only once every 1000 times. You can keep track with Sanity tokens.

I have always played that it did count. A gate tried to open at a location already containing a gate, thus it was prevented from opening. If this is incorrect, I really would like to know, cause surges do happen enough to make a difference in a 6 spot track.

Bravo McWilley said:

I have always played that it did count. A gate tried to open at a location already containing a gate, thus it was prevented from opening. If this is incorrect, I really would like to know, cause surges do happen enough to make a difference in a 6 spot track.

I play that it does not count, on the basis that it would be uber brutal to have a DOR token added before and after sealing an open gate... it's hard enough as it is!

Tibs is correct, as usual. Monster surges do not cause Uprising Tokens to be added to the DOR track as they do not prevent a gate from opening. There is a gate already open, its presence is not hindered in any fashion: neither by elder sign token nor by investigator ability. The monster surge occurring is itself the effect of an already existing gate preventing a gate from opening at that location. And while Arkham's razor usually applies, in this case, there is no need to accompany this effect with a secondary effect.

Wow, even after playing this game for as long as I have, I still continue to find and learn new ways that I have been playing incorrectly....Just when you think you have it all figured out. In reality, I have been making the innsmouth track harder than it should have been. In fact, We lost to this track filling (but only partly from Surges) just this weekend!

Maybe our losing streak (since adding MH) will even itself out now that I know the correct rule for this. Thanks all!

We also lost once this weekend to Act 3 which has not happened in a very long time....I love that one change in MH the most i Think.

I agree about the new Act cards. Having acts come out twice as frequently (as a KiY-only game) but require half the penalty to stall was a great idea.

Tibs said:

I agree about the new Act cards. Having acts come out twice as frequently (as a KiY-only game) but require half the penalty to stall was a great idea.

Just twice as frequently for you? My games have been a different experience. Before MH, even after shuffling the 6 Act mythos into the top half of the mythos deck, we would see Act I get triggered MAYBE once per game, if that. Now, with the new Act cards, we are putting 4-5 doom tokens on the doom track each game to keep Act I at bay before we let it stay in play. I can't really say how many times more frequent it is, since 4-5 times 0 is still 0. But it's a GOOD Thing! gran_risa.gif. MH really improved EVERYTHING. The only thing I would like more of is the opportunity to get a Cult Membership or a Sheldon Gang membership.

I meant twice as often as when using only KiY. That's a rough estimate.