Here, I continue my talk from yesterday about Resource Management being a core gameplay element of Arkham Horror (it’s why I enjoy the game), with “time” (or turns) being the primary resource being managed.

So, I haven’t really touched on the stats or the dice, which are all major elements of the game, but that’s okay, because I’m still talking about the gates. The game board exists so that gates can appear in multiple places because if all the gates appeared in the same place, the game would be more boring.

Gates appear randomly around the board and a movement stat is needed to see how long it takes to reach a gate, so it can be closed. Then it takes three turns to close a gate — it can get hectic when another gate open while you’re busy closing the first. Assigning gates and coordinating efforts makes it easier.

Once you have to worry about gates opening in multiple locations and coordinating their closure, it makes a certain amount of sense to prevent new gates from opening — which is where clue tokens come in. Clues can be found in the places where gates appear, and they can be gathered and spent to prevent new gate from opening.

You’ve then given the players a choice: immediately close gates, or collect clue tokens to make sure new gates can’t be opened. These goals can sometimes be at cross-purposes, and clue tokens are in limited supply, so too many players going after clue tokens means individual players have fewer (and they’re less useful).

To be continued…