New Gates to Old Worlds

A Look at Gates in Lurker at the Threshold

#ArkhamHorror

Do you hear the whispers, slithering upon the wind? Surely the Lurker has called to you by now. He is threatening to cross the threshold, ready to collect his due. He heralds our doom, and must be stopped. But the ways between our world and the beyond are even more hazardous than before.

As mysterious rumors continue to spread throughout Arkham, it is evident that Lurker at the Threshold is slowly invading our reality. You have heard of the benefits of Relationships, the lure of Dark Pacts, and the terrible power of the Reckoning. But now, before you set out to rid Arkham of this foul presence, gather around and be forewarned of the dangerous new Gates.

Any veteran of Arkham Horror knows that Gates are one of the central deciding factors of the game. If too many Gates open up, you lose, so it’s important to venture into the Other Words and close the portals before the town gets overrun. Lurker at the Threshold makes things a little more interesting by introducing Gates with deadly abilities.

Some of the Gate markers found in Lurkers at the Threshold will look very familiar, however most of them will have a small icon printed under their closing modifier. These icons give the Gates special abilities. Many abilities are often situational, such as the Gate of Doom (represented by a black doom token icon) which adds a doom token to the doom track if that particular Gate opens up in the same location as an investigator. There are a few that will trigger far more often though...

The Moving Gate (represented by a black arrow icon) will move whenever the dimensional symbol for the Gate is activated during monster movement. The Gate will move similarly to monsters, swallowing any investigator in its path. If that weren’t scary enough, any investigator with an explored token on the Gate will lose that token if the Gate moves away.

In addition to these devastating Gates, remember that whenever a Gate opens a Reckoning card is drawn. Combined with the terrible possibility of a mythos card activating a Gate Burst (forcing an elder sign to be removed from a location when a Gate spawns there), Gates have been given brutal force by the Lurker.

Amidst all this bad news, there is a small reprieve on the horizon. Lurker at the Threshold also includes a few Gate markers that are known as Split Gates, leading to two different Other Worlds. When an investigator is drawn into a Split Gate, the controlling player chooses which Other World to visit. In addition, when sealing the Split Gate, both dimensional symbols on the Split Gate used to determine which monsters are returned to the monster cup. This means cleaning up the streets of monsters will be a little easier when returning from an Other World connected by a Split Gate marker.

If you have survived this long, your struggles will not have been in vain. Check back next time for the information you need to stand against the Lurker at the Threshold.

Do you hear the whispers, slithering upon the wind? Surely the Lurker has called to you by now. He is threatening to cross the threshold, ready to collect his due. He heralds our doom, and must be stopped. But the ways between our world and the beyond are even more hazardous than before.

As mysterious rumors continue to spread throughout Arkham, it is evident that Lurker at the Threshold is slowly invading our reality. You have heard of the benefits of Relationships, the lure of Dark Pacts, and the terrible power of the Reckoning. But now, before you set out to rid Arkham of this foul presence, gather around and be forewarned of the dangerous new Gates.

Any veteran of Arkham Horror knows that Gates are one of the central deciding factors of the game. If too many Gates open up, you lose, so it’s important to venture into the Other Words and close the portals before the town gets overrun. Lurker at the Threshold makes things a little more interesting by introducing Gates with deadly abilities.

Some of the Gate markers found in Lurkers at the Threshold will look very familiar, however most of them will have a small icon printed under their closing modifier. These icons give the Gates special abilities. Many abilities are often situational, such as the Gate of Doom (represented by a black doom token icon) which adds a doom token to the doom track if that particular Gate opens up in the same location as an investigator. There are a few that will trigger far more often though...

The Moving Gate (represented by a black arrow icon) will move whenever the dimensional symbol for the Gate is activated during monster movement. The Gate will move similarly to monsters, swallowing any investigator in its path. If that weren’t scary enough, any investigator with an explored token on the Gate will lose that token if the Gate moves away.

In addition to these devastating Gates, remember that whenever a Gate opens a Reckoning card is drawn. Combined with the terrible possibility of a mythos card activating a Gate Burst (forcing an elder sign to be removed from a location when a Gate spawns there), Gates have been given brutal force by the Lurker.

Amidst all this bad news, there is a small reprieve on the horizon. Lurker at the Threshold also includes a few Gate markers that are known as Split Gates, leading to two different Other Worlds. When an investigator is drawn into a Split Gate, the controlling player chooses which Other World to visit. In addition, when sealing the Split Gate, both dimensional symbols on the Split Gate used to determine which monsters are returned to the monster cup. This means cleaning up the streets of monsters will be a little easier when returning from an Other World connected by a Split Gate marker.

If you have survived this long, your struggles will not have been in vain. Check back next time for the information you need to stand against the Lurker at the Threshold.

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