The following mini-expansion for Leading Edge’s Aliens Boardgame is the result of several chats with awesome fellow fan of the game @Lasky on the Boardgamegeek forums. Huge thanks go out to him for all the ideas, suggestions, playtesting and prototyping. The material below would not exist without his fantastic input.
With the aid of a custom “In The Vents” sub-map, a set of Vent counters and new deck of Location cards, you can now use the colony’s air vents to take “shortcuts” around the board when playing any Scenario that uses the Expansion map. This includes official Scenarios such as Marine Assault and Hunt for the Queen, as well as unofficial ones such as Extermination (see HERE).
Set-Up
To use this mini-expansion, when setting up a Scenario on the Expansion map you must determine the location of Vent entrances before play begins. To do this, shuffle the Location Deck and draw a card to find which room where Vent 1 is located, then use the Scatter Table (found HERE) to determine the square to place the Vent 1 token in. Repeat this process to place all 9 Vent tokens.
Place the “In The Vents’ sub-map beside the Expansion map. You now play the Scenario as normal, with the following changes:
Entering/Exiting Vents
A Marine may enter the Vents by moving onto any Vent token. This transports them from the Expansion map to the “In The Vents” Map, on the Vent symbol that matches the number of the Vent they entered.
Vents are exited the same way, transporting a Marine from the “In The Vents” sub-map to the Expansion map on the Vent token that matches the number Vent they exited from.
Aliens can enter and exit Vents the same way as Marines.
Alien Appearance in the Vents
During the Alien Appearance phase, if there is one or more Marines in the Vents, roll the die; on a 5 or higher, an Alien appears. This roll is made regardless of any other Alien appearances this turn. If an Alien appears in the Vents, roll the die again to determine which Alien Appearance square (the blue numbers) on the “In The Vents” sub-map they appear on. Treat 0 as the square marked 0; the Bonus Bug rule does not apply in the Vents.
Intersection Squares
Movement is conducted normally inside the Vents with one major difference: when a Marine lands on an Intersection Square (marked with a compass symbol similar to the Decision Squares on the Air Ducts map), they must roll the die. If they roll equal to or lower than their Direction Sense skill (see below), they may keep moving in any valid direction they choose. If they roll higher than their Direction Sense skill, roll again for a random direction as marked on the Intersection Square; they must move in that direction instead and cannot change direction until they either reach another Intersection Square or exit the Vents. Rolling a 0 for random direction means that the Marine is frozen with confusion and may not move off that square; they may re-roll for Direction Sense next turn to resume moving.
Marines only roll on Intersection Squares when they have Actions left to move. For example, if Vasquez moves two squares and lands on an Intersection Square, she does not roll for Direction Sense. Instead, she would roll at the start of her next turn if she wishes to move from the square.
When a Marine reaches another Intersection Square, they must roll again; success or failure both allow them to move back in the direction they just came from.
Aliens pass through Intersection Squares normally; they never need to roll.
Direction Sense
The Direction Sense table shows the skill level for each Marine (this is the number they must roll equal or less than). All Marines included with the original game have a Direction Sense of 5, except for Bishop who has 7 and Newt who has 8. Custom Marines (those found on this site) who have a different Direction Sense are as follows: Anne, Simpson, Lydecker and Mary are Colonists and this have 6 (they know the Vent layout better than strangers), while Timmy and Billie are Kids and thus have 7 (they are small and used to playing in small spaces). For crossover characters, treat Robocop as a Synth (7) and Lewis as a Military (5) Marine type.
Ignoring Intersection Squares
Intersection Squares are meant to recreate the confusion and panic while crawling around in cramped, dark vents, however they also significantly slow down gameplay and increase difficulty. As such, you may prefer to ignore them altogether when using the “In The Vents” sub-map; in-universe, you can explain this as the Marines all having access to a map of the Vent system. Ignoring Intersection Squares will drastically increase the usefulness of travelling in Vents, making them a simpler shortcut around the board, however remember that Aliens may also use the Vents as a shortcut (and a way to flank the Marine players) too!
Objective/Cocooning Squares
There is a Cocooning Square (a large white number “8” within a black circle) located on the “In The Vents” sub-map. Normally, this square has no special effect, however you may optionally decide to use it in any Scenario requiring rescuing Cocooned Marines (such as Marine Assault). Note that using this square adds difficulty in the form of randomness to such Scenarios; you may be lucky and the Vent entrances near the Cocooning Square can be easily reached, or they may require an extended trip through the Vents (or across the Map) to reach.
As always, keep this in mind when deciding which Cocooning Squares to use when playing such Scenarios. Of course, if you are using the optional Objective Cards (found HERE) to determine which squares Cocooned Marines are located on (to include this new square, simply add the “8” card to your Location Deck before shuffling), this is less of a choice!
“Aliens: Metamorphosis” Optional Rules
If you are using the optional “rules “Aliens: Metamorphosis” rules (found HERE), then firing a Grenade inside the Vents doubles their range. Grenades used in Vents also “destroys” the target square so that it requires 3 Actions to enter from now on.
Location Deck
You may include or omit the “Room 0” card if you wish. This can place a Vent in the starting area near the elevators, rather than one of the Rooms.
Vent Tokens
If you wish, you may prefer to trim these tokens to just keep the inner part (cutting around the “hazard lines”), rather than retaining the whole token; this will make them smaller than a standard square on the map and thus prevent them from fully obscuring details below (such as walls).
Maps
Use whichever version of the sub-map you prefer: the one with movie images (better matches the original maps), or the one without movie images (cleaner and uses less ink for printing).