I had a design for an SCP board game a while back, never got very far.
Everyone would control a different group of interest vying for control of SCPs and regions of the world. You'd draw cards and randomly place skips on the map, then players would commit forces to try and contain or destroy them. Like in the old Avalon hill Dune game you wouldn't know how many troops everyone else was going to commit, and any covert assets you sent out would be lost. At the end of every round you would advance the 'doomsday clock' based on what SCPs were still 'in the wild' and how much terror they were capable of causing, and if the clock struck midnight everyone would lose, meaning that too much infighting while the monsters got away would be costly.
Also like the Dune game, all the factions would have different strengths, weaknesses, and objectives
The Foundation would have to contain and research as many skips as possible, their strength would be that they could establish corporate funding streams and make use of the special powers granted by some artifacts after researching them
The GOC would try to destroy as many skips as possible. They'd be the best at direct combat, and get bonuses from national governments supporting them.
MC&D would try to capture and sell as many skips as possible. They'd have massive amounts of money but be terrible in direct combat, preferring to buy people off or hire mercenaries
The Chaos Insurgency would try to take over as much territory as possible using paranormal artifacts. They'd be pretty weak but would be able to use the 'terror factor' of any SCPs they controlled to bend regions of the globe to their will, and they'd also be able to use any research benefits the Foundation discovered
Finally, either Are We Cool Yet or Serpent's Hand, who would win if the doomsday clock reached midnight. They'd be very weak, but able to use artifacts to their advantage, and in a way they have the easiest objective of all.