I posted a similar topic over on BGG, figured I'd elicit your help here as well. In the Advanced Campaign, when the marines jump from planet to planet, there is a chance that the teleporter will malfunction and the squad will have an Encounter In Hell. These encounters are different from the others for the following reasons:
- There's a "teleporter" spot at each end of the encounter.
- The marines start on one end and have the option of taking their teleporter (which goes back to the planet they came from) or racing to the other side to take the other teleporter (which takes them to the planet they were going to).
- As long as one marine makes it out the other teleporter, the whole squad will start there (similar to a successful "normal" encounter)
- There is no "summoning circle" to destroy, these encounters are all about getting to the other side.
- The Encounter In Hell cards (pictured below) will have everything contained on one card (i.e. no Encounter card and Location card)
Here's what the back of an Encounter In Hell card looks like:
So here's the help I need. Other than the ideas listed above (i.e. a race from one side to the other) I'm not sure how these encounters should play out. One idea suggested was maybe having Spawn "pods", like in the video game Gauntlet, that the marines could destroy, but will spit out a new invader of that type every turn. Another idea that I'm liking more is having "cracks" where invaders crawl out of, but I'm not sure of the mechanics behind that. A certain number appear per turn? Does it get harder the longer the marines dilly-dally in Hell? etc.
If you have any ideas for maps or mechanics, I'd love to hear them.
-shnar