Mystic
Event

Spell.

Cost: 1.
Test Icons:

Myriad. Fast.

Play only during your turn.

Attach to your location. Group limit 3 in play.

Investigators may move between any two locations with an attached Open Gate as if the locations were connected.

Dleoblack
The Dream-Eaters #29.
Open Gate
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • "As If": Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.
    • This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.
    • Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020
Last updated
Reviews

Two additional janky situations:

  • Have Open Gates in two characters. Then the card does not only skip backtracking, but let's you skip parts of the map. Some copies might be useless, though.
  • Play an Open Gate with "You owe me one" from the hand of your friendly neighborhood mystic. You can do this from the other side of the map. Sure, it's not fast anymore, but enables you to reunite your party. Played this in Lost in Time and Space to pull the Akachi of the team to the top as Mandy.
trazoM · 7

Not terrible, not great. Good for very specific characters, anybody else just doesn't have the deckspace.

Open Gate is fun, whatever else it may be. Opening a gate to create shortcuts is fun, when you pull it off usefully it's a YAY moment!

  • That time where you create a short shortcut to cut through an annoying spot repeatedly (1st Scenario of Carcosa comes to mind).
  • That time when you set up an initial gate and create another gate wherever you happen to wind up at during the scenario to escape back to the startpoint through (2nd Forgotten age for example).
  • Some maps have you running back and forth in general and setting up a major network node speeds your back and forth moves greatly (2nd Core).

The thing about this card though....

You tend to play this card in places where you HAVE been, and it wont help you get places you're actually going to. The only times this is helpful is when you backtrack for some reason or if a map isn't ushering you in just the one general direction (which most maps have a tendency to do), in many maps you're only netting one action saved, sometimes two, depressingly often zero.

In multiplayer it's WAY more helpful, one character can pepper locations like Hanzel & Gretel and the other dudes skip-step in their wake. Going faster than them other characters is needed for this to be possible, it's not unusual for a character to surge forward to get clues or an enemy, you can plan rounds where a vanguard is dropping gates and the others follow suit to catch up. You can easily save your team half a dozen+ actions in this way, even if you never actually used the gates yourself.

Synergies for Open Gates include:

  • and movement cards. Shortcut, Elusive, Pathfinder, Think on Your Feet all help you move faster, covering more ground (and staying ahead of your friends) helps set up good gate spots. There's also Astral Travel and Mists of R'lyeh, the latter in particular will find you spots to place gates in a jiffy. Also Arcane Initiate really helps you set up a network that much faster.
  • Luke Robinson is all but printed for Open Gate, or vice versa, you'll often be in the circumstance where he can pick 2 viable locations to go, place a gate on one, investigate the other, then place another gate to move to the previously gated location, saving 2-3 actions in the process. He might also put a gate at a friends's spot, move a few locations, then gate somewhere around his new spot, allowing the buddy to move 3-4 locations in one action. For Luke Open Gate is a much more reliable staple than for other folks.
  • Norman Withers doesn't have as much flexibility, but he tends to dig DEEP into his deck every map, when he does find Open Gate he can often play it for free, which is great incentive to just drop it in order to save himself or his friends just the one action or so (while also digging even deeper in the deck!).
  • Daisy Walker can run very fast, and she can get the pieces quickly with her Old Book of Lore engine, efficiency wise they are a bit worse for her than Luke and Norman but as for deckbuilding and finding the bits it's smooth sailing for her.

I frankly wouldn't even try Open Gate for other characters than the above, Akachi Onyele and Agnes Baker aren't fast enough and it would wreak havoc on their tight decks and cost curves. Jim Culver doesn't have the deck-space and there's no synergy, he doesn't struggle so much for actions as for consistency, same with Father Mateo. Sefina Rousseau likes to mess with her events and there's already a thousand good options. Diana Stanley has other stuff to do with her time, movement support is something that should be directed AT her, not From her. Patrice Hathaway can certainly find them fast, but they'll drip from her fingers long before you can put them in the right place and actually set up a good network.

Tsuruki23 · 1189
"Not terrible, not great" seems to be a good description of all the myriad cards. The ability to include three of them in a deck an the way they synergize with each other is offset by the fact that they can often be difficult to make full use out of and come at a substantial opportunity cost. I'm sure they were designed that way. — Sassenach · 121
While Open Gate May sometimes be a dud for The Painted World, it is not always a dud. It does not allow you to play a fourth copy of Find Gate, no, but most games you won’t even see the third copy of the card - and Painting a Gate means that you have two gates available now, which, in the scenarios where it is important is, well, important. And even if you do hit the triple gate limit, any extra OGs pitch for Sefina’s two most used stats. (In case I’ve misunderstood your viewing it as a dud: remember that nothing makes it stop acting as a copy of Open Gate until it eventually leaves play, so you can attach it to a location and use it.) — Death by Chocolate · 421
This is wrong, for the same reason Painted world cannot hit Delve too deep, it cannot usefully copy Open gate. Painted world self removes from the game after play, I.E you play the gate, then it just POOF, gone. — Tsuruki23 · 1189
Nevermind, checked the rules, it holds up. — Tsuruki23 · 1189
I'm currently in 4 player through TCU and this card together with Shortcut 2 is awesome! It helps our fighters so much, to get those cultists down. It also helps that arcane initiate can find these. — Django · 2799
For Marie, Feed the Mind is good to get all 3 portals earlier. — Django · 2799
I can say that I just used it for great effect in Heart of the Elders, which requires a lot of shuttling back and forth clues between increasingly more distant locations. — Eldan · 2
Can we get a doublecheck if this actually works with Shortcut(2)? Open Gate does not actually connect the locations. — Discordia · 1
If i buy Open Gate with versatile on Ursula Downs, will i get 3 copies because of myriad orjust one useless? — Charles Dexter Ward · 423
Shortcut (2) uses the "Move" action designator (to a connecting location is a reminder). If Open Gate works at all, it works with Shortcut (2). — Yenreb · 9
Versatile only lets you have 1 off-faction card. Myriad would let you buy 2 more for free, but it doesn't let you buy more than you can have. — Yenreb · 9
With 3x in Luke and 3x in Patrice (in a party of 4), I can reliably get 3 into play. With the extras in Patrice's deck Luke can even use this trick for escaping Dream Gate (Pointless Reality). Very powerful for my Return to a campaign full of scenarios with huge maps and back-tracking. (Posting as a comment instead of a separate review because my reputation is too low.) — Yenreb · 9
Don’t forget how well it pairs with pendant of the queen — PanicMoon · 2

As the other reviewer said this card is printed for Luke and only him. His ability to play an event in a connected location is just so versatile. I've recently finished the Return to Night of the Zealot campaign on Expert with Luke and Zoe and Luke was definitely a lifesaver! Especially, in the last scenario he was able to set up a link between a ritual sight and another location in the woods to help Zoe skip the cultists! And he himself Shortcuted through the enemy. The deck I used arkhamdb.com

Inference: I wouldn't use the gates outside that mystic.

Moreover, I feel like Open Gate has such a synergy with Arcane Initiate.

And... A question: If an investigator with an enemy moves through a gate, will the enemy follow him to that location?

ambiryan13 · 53
Nice review! Arcane Initiate is definetely a must. I will try to give some insight to your question because I am not sure too. I think this works like shortcut: If you are engage with an enemy he moves with you. If this card was like pathfinder the text would be something like "each unengaged investigator etc etc." — Sotosprotos · 42
That means that every treachery, scenario card, attack of opportunity, card and investigator abilities such as Ursula's free movement triggered too. — Sotosprotos · 42
I think enemies in player threat areas don't care about locations, so they will come with you. They only do when they move by themself (for example being hunters). — Django · 2799
Open gate is slighty situational, but I've always found it between awesome and good to have (i never play solo). In worst case it saves some move actions for the other player, in best i can move to the other end of the map and/or park a hunter there. I think every mystic should have an arcane initiate, it's like drawing another card per turn. — Django · 2799
Opening a gate in Pointless reality is also a way to never care about investigating that location! — ambiryan13 · 53
Not really. It helps you once, but it's discarded once the location leaves play, so it's rather a waste. — Django · 2799
It's discarded once it leaves play, but you still paid a card and a resource to save yourself 2 horror and get most of your turn back, which is not a bad ROI. — Death by Chocolate · 421
Definitely not a waste if you have two party members carrying Open Gate. You "wasted" one copy, but you still have two to spare — Yenreb · 9