Clarification - Camping out on an investigated gate?

By RPCVYemen, in Arkham Horror Second Edition

I am pretty sure this right, but I thought that would check.

When an ivesitigator moves back from one of the Other Worlds, the put an "investigated" token under them on the gate. If they cannot close/seal the gate, another investigator can move to that gate, and seal the gate.

Can an investigator "camp out" on an investigated gate (ie, not move out of it) - so it stays investigated - until another investigator can pick up a couple of clues and get there to seal the gate?

Mike

RPCVYemen said:

I am pretty sure this right, but I thought that would check.

When an ivesitigator moves back from one of the Other Worlds, the put an "investigated" token under them on the gate. If they cannot close/seal the gate, another investigator can move to that gate, and seal the gate.

Can an investigator "camp out" on an investigated gate (ie, not move out of it) - so it stays investigated - until another investigator can pick up a couple of clues and get there to seal the gate?

Mike

First thing first, the explored marker is not attached to the gate, it is attached to the investigator - for as long as he remains at the explored gate. Another investigator cannot enter the location the gate is in and count it as explored, he would get sucked through. It is only the investigator with the explored marker who can close/seal the gate. The only way this could work is if you have something in play that allows trading of Clue tokens, so investigator 1 has an explored marker, investigator 2 moves to that location and gives investigator 1 the needed Clues, then gets sucked through in the Encounter Phase, while investigator 1 does the sealing.

But yes, an investigator can camp on a gate which he or she has explored for whatever reason, whether it be that he failed the roll to close it, is having someone bring him an Elder Sign or some Clues, or any other reason you could think of.

thorgrim said:

Another investigator cannot enter the location the gate is in and count it as explored, he would get sucked through. It is only the investigator with the explored marker who can close/seal the gate. The only way this could work is if you have something in play that allows trading of Clue tokens, so investigator 1 has an explored marker, investigator 2 moves to that location and gives investigator 1 the needed Clues, then gets sucked through in the Encounter Phase, while investigator 1 does the sealing.

Thorgrim is correct. However, you can also trade an Elder Sign which would probably be more likely available than the ability to trade clues.

Following the phase order is crucial. An investigator can move onto the gate, trade the item(s), and move off the gate all during Phase 2. The investigator with the explored token can then close it on Phase 3.

If the investigator moving on to the gate does not move off, he may be subject to getting sucked through the gat5e. Turn order is crucial here. If he is still there during Phase 3 and goes before the investigator with the explored token, he would get sucked through before the 2nd investigator can attempt to close/seal the gate. And if the 2nd investigators is successful,t he 1st one may be trapped in the OW. On the other hand, if the investigator with the explored maker goes first and is successful, the gate will be closed qand the moving investigator will just be at the location for a normal encounter.

Investigators can't trade clue tokens; can they?

Not ordinarily.

The only things that can be traded are:

Items (Common, Unique, Exhibit, or Spell. Not Skills, Allies, titular cards like STL membership, Bank Loan, etc)

The Deputy's Wagon and Revolver, but not the Deputy card itself. Trading the White Ship or the Great Seal is not official, so it's up to your group to determine i if it should be allowed.

Money

Nothing else can be traded. If you get lucky with a random encounter you might be able to temporarily pass clues, but ordinarily you can't.

I've had that very situation where a character can't seal the gate, and was waiting for another character to deliver an Elder Sign, or a Research Material, or a tome that can give you clues. Of course, the delivering character has to be careful not to be drawn into the gate, for all the reasons ColtsFan noted above.

There are a number of ways to trade clues if you are using Dunwhich:

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