A confirmation needed, regarding sealing gates

By Guest, in Arkham Horror Second Edition

When I spend 5 clue tokens to seal a gate, I remove a doom token from the doom track, right? I'm asking this because I noticed Elder Sign reads "in addition, remove a doom token..."

I'm 99.99% sure that when sealing a gate with clue tokens you do remove a doom token, but the wording on elder sign bothers me... please help.

Elder Signs are unique and mysterious things that seal a gate AND remove a doom token..

By simply spending cluetokens you seal the gate but do NOT remove a doom-token. (page 18 in your rulebook)

If you need a fictional clarification to this it may be something along the lines that when learning more about the other world you stumble upon some information how to close the gate, a classic movie-scene is when the person blows out the candles in the pentagram..

Eldersigns are artifacts that delay the demigod from entering our dimension.. thus the sacrifice of the 1 stamina and 1 sanity as well...

(sorry about spelling and grammatical errors)

What Svavelvinter said :') Kroen, I love some of your custom stuff ;') but you might want to consider giving the rulebook a few rereads. This might also explain why you thought your AO was a challenge and not near impossible ;'D

Crap, I have been playing wrong for all this time :'( I can't believe this... excuse me when I go shoot myself

kroen said:

Crap, I have been playing wrong for all this time :'( I can't believe this... excuse me when I go shoot myself

No biggie. You know, for the first bunch of games I somehow thought that you don't need to travel through the Other World to use an Elder Sign.
"Why is is only 5 dollars? That's so cheap!"

facepalm.jpg

kroen said:

Crap, I have been playing wrong for all this time :'( I can't believe this... excuse me when I go shoot myself

How long have you been playing this? That's a pretty big mistake ;'D you're basically bumping up the doom track on all AOs by five ::laughter::

My biggest mistake was (for nearly two years) thinking that if you started your movement on a space with a monster you could fight it and then move afterwards. It's not a *huge* issue, but it would probably get me 1-3 extra full turns (i.e. 3-9 extra moves in a three player game) on average in a game.

::Shrug:: it hasn't been a difference that's massively affected the way I play, but it does make me need to have a tighter game ;') I miss being able to fight at two locations on one turn though.

Heh... It also finally makes me appreciate why you have the choice between fighting monsters the turn you come out of a gate vs. the turn afterwards. Before that I'd always wait until later ;'D

actually I'm not sure I always played like this, maybe just recently. because up until about a month I was in a break from this game for a round a year... and I found in my pc some random cards I made and one of them was "discard after closing a gate to either seal it for free, or to seal it with clue tokens and remove a doom token from the doom track". So I believer I played it right at start, but now after the year of not playing I became rusty.