And Hell Followed...

This blog will contain all my thoughts and progress on my creation of an Advanced Campaign for DOOM: The Boardgame, modeled after Descent's Advanced Campaigns found in the Road To Legend and Sea Of Blood expansions.
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Encounters In Hell, work in progress

Bryce K. Nielsen
United States
Elk Ridge
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I've been struggling with Encounter In Hell maps, so I figured I should just upload a prototype and show you my thought process:

What you see above is the card back and one of the card fronts. Mechanically, when the marines use a Teleporter to travel from one Outpost to another, they roll X number of blue dice. If any come up with a 2 for range, then the teleporter malfunctions and they have an Encounter In Hell. The invader sets up the map, the marines start on the Red teleporter and have to travel to the Blue teleporter.

If one marine successfully uses the Blue teleporter, the marines have made it to the Outpost they were teleporting to. If all marines are Fragged or if they decide this trip is too rough, they can retreat through the Red teleporter back to the outpost they started from. In both cases, their game week ends.

Similar to Encounters, when a Marine is fragged, that marine is moved off the map and stays off the map until the Encounter In Hell is complete (retreat, success, or total squad frag).

The invader at the start of his turn rolls one blue die, and the range rolled indicates which creature he can spawn, from one of the spawning pits that fits the creature size (i.e. 1x1, 1x2, 2x2). Line of Sight is ignored, but marines must be farther than 4 spaces away in order to use the pit (in the above picture, the "spawning pits" are the red X'es on the map, I haven't created a picture yet for these markers).

So, my questions:
1) What do you think of the card layout? I'm half and half, not sure I like the vagueness of it (compared to the crispness of some of the other cards), but then again, maybe the contrast is good for these special cards?
2) What about the rules? Too hard? It could be that the Invader spawns many really tough invaders. Should there be some kind of limit? Maybe every other turn?
3) What about the map? The intention is a big race from one side to the other, the Invader getting some hits on the marines, even a frag or two, but the marines shouldn't dally at all in Hell. Does the above map convey that sort of urgency? Is it too choke-point? I.e. if the invader spawns 2 Hell Knights and just camps them in the hall in front of the teleporter, does that make it lame?
4) I was toying with the idea of making some brand new "Hell" tiles, the intention to print them on labels and stick them to the backs of the original tiles, similar to how Descent: The Road to Legend used the backs of tiles for Outdoor tiles. Would that be too much work? Would any players even do it, risk damaging their tiles with stickers?

Appreciate your thoughts on this, and sorry again for the time it's taking me to finish this project.

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