Monster Surge, No Open Gates

By iballz2, in Arkham Horror Second Edition

HI all,

Couldn't find my answer in the forums or elsewhere. I am sure this has come up but I cannot find my answer.

Have a game going where I drew a Mythos card saying a monster surge has occurred. There are no open gates on the board however. Four player game with only 3 gate trophies being possessed. The only gate was sealed the turn right before the mythos card being calling for the surge.

Then I would say that you caught yourself a lucky respite.

yeah, you have caught a lucky break. Nothing happens. However if you were playing my Gate variant you would be facing a more difficult Gate opening in the future. In this variant I have two Gate marker stacks, the other is from Lurker and I place a power token on it for every monster surge, which means the next gate opens from there (removing 1 power) and not from the softer stack.

dj2.0 said:

yeah, you have caught a lucky break. Nothing happens. However if you were playing my Gate variant you would be facing a more difficult Gate opening in the future. In this variant I have two Gate marker stacks, the other is from Lurker and I place a power token on it for every monster surge, which means the next gate opens from there (removing 1 power) and not from the softer stack.

You gave me a cool idea (I think) for a Lurker variant... something about gates generating power, and investigators who wants to enter those gates must gain those power tokens, regardless of the fact they have a Pact or not. Need to work out this, but maybe it could work. *Thank you!*

It's two weeks I'm back in the forums and I still haven't read all the thread written during my absence... nevermore!

Julia said:

dj2.0 said:

yeah, you have caught a lucky break. Nothing happens. However if you were playing my Gate variant you would be facing a more difficult Gate opening in the future. In this variant I have two Gate marker stacks, the other is from Lurker and I place a power token on it for every monster surge, which means the next gate opens from there (removing 1 power) and not from the softer stack.

You gave me a cool idea (I think) for a Lurker variant... something about gates generating power, and investigators who wants to enter those gates must gain those power tokens, regardless of the fact they have a Pact or not. Need to work out this, but maybe it could work. *Thank you!*



Ooooo. All gates start with one power, get an extra power whenever they surge?

Another way to making power a bit more relevant is banning clue tokens from being useable to seal gates. That could be... Interestiiiiing :'D Hmmm :') I think I might start working on a companion to my Lurker herald.

Fascinating ideas, cool that this sparked off. How many power tokens do we have in the pool?

iballz said:

HI all,

Couldn't find my answer in the forums or elsewhere. I am sure this has come up but I cannot find my answer.

Have a game going where I drew a Mythos card saying a monster surge has occurred. There are no open gates on the board however. Four player game with only 3 gate trophies being possessed. The only gate was sealed the turn right before the mythos card being calling for the surge.

Am I missing something rules wise or is this game not over? I thought the three ways you win are to a) Seal 6 gates, b) battle and kill the Old God, or c) CLOSE ALL OPEN GATES. Is that not correct?

Dr. Jay—

The victory condition is for the last open gate to have closed, and the investigators have to collectively own at least N gate trophies, where it is an N-investigator game.

iballz said his four investigators collectively held three trophies, so they were one trophy short of winning the game. Too bad, too.

This requirement is in play so that a high investigator number (six to eight perhaps) can't rapidly beat down the first two open gates every time and claim a win. Rather, the lowered gate limit in higher-N games makes it so that investigators would find it to their benefit to enter some gates without being able to seal them.

dj2.0 said:

Fascinating ideas, cool that this sparked off. How many power tokens do we have in the pool?



Avi_dreader said:

Ooooo. All gates start with one power, get an extra power whenever they surge?

Another way to making power a bit more relevant is banning clue tokens from being useable to seal gates. That could be... Interestiiiiing :'D Hmmm :') I think I might start working on a companion to my Lurker herald.

Yes sir :-) all gates with one power, and an extra power on surging. Plus something related to terror rising. Need an Avish e-mail consulence on this (write you later on today). The idea is that most of the Reckoning cards work on power, and not on Pacts. So investigators will be forced to gain pacts in order to spend them. Need to rework this a little more, I'll post something in the appropriate section asap :-) thanks again DJ!

Avi_dreader said:

dj2.0 said:

Fascinating ideas, cool that this sparked off. How many power tokens do we have in the pool?



I think the design's done (although I'm waiting for feedback from Julia). I'll probably post it sometime this week.

Feedback from Julia arriving soon, I promise!

Julia said:

thanks again DJ!

thanks for sharing too :) looking forward to the outcome and the testing :)

dj2.0 said:

thanks for sharing too :) looking forward to the outcome and the testing :)

Yeah, I'll post here the link when it's done!