|Arkham Horror | Published 07 July 2010|
The Lurker at the Threshold is the newest expansion set for Arkham Horror, the classic cooperative board game for 1-8 players set in a world of gothic horror created by author H. P. Lovecraft. This expansion brings a host of additions, including a brand new Herald Sheet for a powerful and malevolent otherworldly being. With more than 200 components and some extraordinary new game mechanics, The Lurker at the Threshold will take your Arkham Horror experience to new heights.
You can also check out our series of previews, in which we discuss Relationships, Dark Pacts, Reckoning cards, and Gates. Then, download the rules and watch for The Lurker at the Threshold to hit store shelves next week!
Arkham Horror is a board game of mystery and madness set in Arkham in the 1920's. 1-8 players cooperate to investigate the strange happenings about the town, and race to prevent ancient evil from surfacing.
Or, assume a vortex to be similiar to a gate, as both are dimensional rifts, and just broaden the rule concerning moving gates that encounter another gate and thus will not move, just as the poster below me says.
I find that to be a very neat solution.
::Cough cough:: or they could make the really easy rule saying that gates can't move into Vortexes.
re: the moving gate and the vortex
How about this? When a moving gate moves into a vortex, roll a d6. On a one the gate being pulled into the vortex immediately devours the investigator that went through it, if applicable, else the investigator with lowest current sanity gets devoured. On a two the gate being sucked away adds three doom tokens to the ancient one track, if there was an investigator in there they get lost in time and space. On a three no other effect except that an investigator exploring that gate is lost in time and space. On a four a monster appears at every location that an investigator is and an exploring investigator is lost in time and space. On a five every investigator is immediately reduced to one stamina and the exploring investigator is lost in time and space and finally on a six every investigator is immediately reduced to one sanity same old, same old for the unlucky bastard caught without a return gate.
Probably a ton of problems with that, but I kinda like it.
How do the Moving Gates interact with Vortexes? I.e. can they move on to a Vortex, and if they do, what happens? Can investigators move onto them there? If they can, what happens after they close them?
@totl: No, it's intended to provide another excuse for people who enjoy complaining to continue to complain. Works, well, doesn't it? :-)
So these rules for the Lurker expansion include rules for playing with big box expansions, including Dunwich: “Return all Gate markers included in ARKHAM HORROR, as well as those included in
THE DUNWICH HORROR and THE KINGSPORT HORROR expansions if you are using
either of them.” However, these rules do not say what happens if a Moving Gate moves (or is supposed to move) into a vortex, why?
Note: This question was already asked a month ago
Just another excuse to delay the ever-soon-to-be-released updated, comprehensive FAQ?
Great,I have this preordered for awhile.
All the new gate elements sound EVIL and I LOVE THAT!
Devouring gates, eh? Awesome. And sucky all at the same time.