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Final Girl: Series 3 Bonus Features Box

Expansion for Final Girl

Final Girl: Series 3 Bonus Features Box Rulebook

Table of Contents

Table of Contents

  • Sunnydaze Mall
    • Components
    • Special Setup
    • Special Rules
      • The Savior
      • Targeting the Savior and Losing the Game
      • Building Trust with the Savior
      • Savior Cards
      • Having the Savior Exit the Board
      • Panicking the Savior
      • Railings
      • Stores
      • Allies
      • Taking Actions and Reactions
    • Achievements (Sunnydaze Mall)
  • The Hunter
    • Components
    • Special Setup
    • Special Rules
      • Active Killer
      • Bloodlust
      • Panic Phase
      • Defeating the Mark V
      • Countdown Tokens
      • Retrieving Cybernetic Parts
      • Repairing the Mark V
    • Achievements (The Hunter)
  • Falconwood
    • Components
    • Special Setup
    • Special Rules
      • Definitions
      • River Crossings
      • Missions
      • Friends
      • Twenty-Sided Die
    • Mission Sheets
      • Save Your Father
      • Missing Friend
    • Achievements (Falconwood)
  • Slayer
    • Components
    • Special Setup
    • Special Rules
      • The Mirror Dimension
      • Entering the Mirror Dimension
      • Pulling Victims into the Mirror Dimension
      • Returning to Our Dimension
      • Attacking
      • Targeting
      • Panic Phase
    • Achievements (Slayer)
  • Marrek Warehouse
    • Components
    • Special Setup
    • Special Rules
      • Locked Exits
      • Rack Spaces
      • Climb and Leap Action Cards
      • The Pit
    • Achievements (Marrek Warehouse)
  • The Tormentor
    • Components
    • Special Setup
    • Special Rules
      • The Tormentor
      • Becoming Trapped in a Death Trap
      • Progressing Death Traps
      • Escaping Death Traps
      • Bottoming Terror Cards
      • No Escape Finale
    • Achievements (The Tormentor)
  • Utopia
    • Components
    • Special Setup
    • Special Rules
      • Sand Snake Attack!
      • Sinkholes
      • Boulder Spaces
    • Achievements (Utopia)
  • The Eyeless
    • Components
    • Special Setup
    • Special Rules
      • Noise Level
      • Using Items
      • Noise Examples
      • Eyeless Targeting
    • Achievements (The Eyeless)
  • Terror from Destiny
    • Components
    • Special Setup
      • Setup Example
    • Special Rules
      • Fated Victims
      • Fated Death Terror Cards
      • No More Fated Victims on the Board
      • Destiny Symbol
      • Killer Actions
      • Premonition Action Card
      • End of the Game and the Destiny Phase

Sunnydaze Mall

Components

  • 10 Event cards
  • 5 Setup cards
  • 2 Action cards
  • 8 Terror cards
  • 1 Trust card
  • 10 Savior cards
  • 1 Savior Ally card
  • 18 Item cards
  • 1 Location board
  • 12 Various Tokens
  • 4 Action cubes
  • 1 Trust marker

Event cards

  • "Lockdown!" "This is NOT a drill, people!" Both exit spaces are sealed off. Place a Lockdown token in Security. If you end the Action phase there, remove the token. As long as the Lockdown token is on the board, no one can be saved or exit at an exit space. Discard this card when the Lockdown token is removed.

Terror cards

  • "It's coming for me! I gotta hide!" If the Savior is not on the board, discard and draw the next Terror card. Otherwise: Panic the Savior 3 times.

Action cards

  • Build Trust (2 Action cards) Can only be resolved when in the same space as the Savior. Its rows each show a Trust-related effect, with the first row reading "Increase Trust by 2", the second "Increase Trust by 1", and the third "Increase Trust by 1". The rows also carry icon-only parts that are not transcribed here; use the printed card for those.

Special Setup

  • Place the Savior meeple (represented by the orange Special Victim meeple) in the space indicated by the circled S icon on the Setup card.
  • Place the Savior Ally card in your play area, putting 4 Health markers on it and 4 Action cubes nearby.
  • Place the Savior Trust card next to the Ally card putting the Trust marker on the bottom "Go to Hell!" space.
  • Shuffle the Savior cards to form the Savior deck.
  • Add the Build Trust Action cards to the tableau.
  • Place the Chopper token in the Atrium space.

Special Rules

The Savior

The Savior is a young teenager upon whom the fate of the human race depends. It is your job to protect him, because if he dies then you immediately lose the game. However, the Savior is reckless and mistrusting and refuses to believe you until you've built enough trust with him. The Savior is considered an Ally (see Ally rules at the end).

Targeting the Savior and Losing the Game

The Savior is the Killer's primary target. When an Enemy would target you, it instead targets the Savior. These targeting rules are in addition to those mentioned in the Ally rules at the end. If the Savior dies you immediately lose the game.

Building Trust with the Savior

There is a new Action card called Build Trust which can only be used when you are in the same space as the Savior. This will allow you to increase his Trust level on the Trust card. Increasing Trust moves the marker up while decreasing Trust moves it down. The Trust level will affect how much control you have over the Savior and how he will act of his own accord.

Trust card

  • I Believe You! Can exit the board. Can use all Ally actions.
  • I Guess You're OK Cannot exit the board. Can only use the bottom 4 Ally actions.
  • Eat Me Cannot exit the board. Can only use the bottom 2 Ally actions.
  • Go to Hell! Cannot exit the board. Cannot use any Ally actions.

Savior Cards

While the Savior is in play or until the Savior deck runs out, draw a Savior card during the Upkeep phase. Resolve the effect based on the current Trust level.

Savior cards ("You're not the boss of me!")

  • I Believe You! Move the Savior up to 2 spaces in any direction.
  • I Guess You're OK Move the Savior up to 1 space in any direction.
  • Eat Me Move the Savior 2 spaces away from you.
  • Go to Hell! Move the Savior 3 spaces away from you.

Having the Savior Exit the Board

If the Savior's Trust level is at its highest ("I Believe You!") and he is in an exit space, he may exit the board during the Action phase. If he does exit, you immediately receive all unclaimed Victim rewards on your Final Girl card. Flip your card; your Ultimate Ability is unlocked. If your card is already flipped, receive the Additional Victims Saved reward three times.

When the Savior exits, you'll once again become the Enemy's target when they are targeting you. The game will now end as normal (you defeating the Killer or the Killer defeating you).

Panicking the Savior

During the Panic phase, the Savior will panic the same way Victims do.

Railings

Spaces marked with the Railing icon are considered Railing spaces.

  • Railing spaces have white arrows indicating which direction you can move. While moving, you or an Ally can choose to "jump" from a Railing space to an adjacent Food Court space. If you do this, roll a single die. If the result is a 5-6, you land safely and receive no extra damage. If the result is a 1-4, receive 1 damage. Victims will not follow you when you jump.
  • Enemies will never jump or voluntarily move from a Railing space to a Food Court space. If an effect causes Enemies or Victims to move from a Railing space to an adjacent Food Court space below, they will receive 1 damage (this includes when Victims panic).
  • Whenever anyone takes damage in a Railing space, they are knocked over the railing and into the adjacent Food Court space below, receiving 1 damage (in addition to any other damage they received).
  • When attacking with a ranged weapon from a Food Court space, Railing spaces cannot be targeted.

Stores

There are six stores: Military Surplus 'R Us; Boards 'N Bones; Zap Shack; Joystick Heroes; Stan's Sporting Goods; and Smokin' Subject.

Whenever anyone takes damage in a store, they will be knocked through an eligible wall of your choice (see below) and into the newly adjacent space, receiving one damage (in addition to any other damage they received). Place a Destroyed Wall token between the two spaces.

Eligible walls in a store are those that are between 2 spaces and don't have any openings for movement or Destroyed Wall tokens. If all eligible walls in the store already have a Destroyed Wall token on them, then treat this store space like a normal space when someone takes damage there.

Allies

Allies are companions that can help you against the Killer.

  • Allies are not considered Victims. You cannot choose to have an Ally follow you.
  • Unless otherwise specified, Allies cannot carry or use Items, Victims will not follow Allies, and Allies cannot save Victims.
  • When you and an Ally (or Allies) are in the same space and one is being attacked, you can freely choose who in that space will receive the attack, you or an Ally.
  • Allies are not considered Victims for targeting. So unless specified otherwise, they are typically only targeted if the Enemy is resolving [target icon] as its target and an Ally is the closest. If there are also Victims in their space, the Victims are targeted first, unless the Ally was specifically targeted.

Note the following when using an Ally with other Killers or Locations:

  • Most effects that would damage you would similarly damage Allies.
  • Most effects that would affect your movement would similarly affect Ally movement.
  • There may be some exceptions to these so use the rules on Game Ambiguity if anything seems like it wouldn't make sense or is unclear.

Taking Actions and Reactions

Allies use Action cubes to take Actions (which are only allowed during the Action phase), or Reactions (which are allowed in any phase but only as a reaction to an attack—denoted in blue on the Ally card). To take an Action, place an Action cube on the leftmost space next to the Action being taken. An Action is not available if there's already a cube in the row for that Action.

During the Upkeep phase, move all Action cubes one space to the right, removing them from the card when they leave the last space. Once a cube has left the card it is available again to use.

Achievements (Sunnydaze Mall)

  • Win a game at Sunnydaze Mall.
  • Win a game without using the Build Trust Action card.
  • Place all Destroyed Wall tokens.
  • Witness the Killer lose it's final health from falling off the Railing.
  • Use the Chopper to deliver the killing blow to the Killer.
  • Win a game with the Savior still on the board.
  • Win a game without the Savior taking any damage.
  • Witness Bart the Mall Cop deliver the killing blow to the Killer.
  • Witness at least 4 Victims panic off the railing on the same turn.
  • Use both Boomsticks to deal at least 8 damage to the Killer in a single attack.

The Hunter

Components

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 2 Final Girl cards
  • 16 Terror cards
  • 1 Mark X Terror card
  • 1 Mark V Ally card
  • 1 Killer board
  • 4 Action cubes
  • 1 Mark X meeple
  • 18 Various Tokens

Special Setup

  • Place the two Countdown tokens on the back of the Finale card. Then, randomly choose 3 Cybernetic Part tokens and, without looking at them, place them face down on top of the Countdown tokens. There should be a stack of 5 tokens on the back of the Finale card.
  • Set aside the Hunter Mark X Terror card and build the Terror deck as normal. Then, take the bottom two cards of the Terror deck, shuffle them with the Hunter Mark X Terror card, and place the three cards at the bottom of the Terror deck.
  • Place the Mark V meeple (red Killer meeple from the Core box) on the Killer starting space indicated on the Setup card. Place the Mark X meeple (silver Killer meeple) next to your play area to be used later in the game when the Mark X appears.
  • Place the Mark V Ally card and 4 Action cubes next to your play area. These will only be used when the Mark V has been defeated and repaired.

Special Rules

Active Killer

The Active Killer at the start of the game is the Mark V model. Near the end of the game, the Mark X model will appear and become the Active Killer. If the rules or an effect refer to the Hunter, it applies to whichever model is the Active Killer.

Bloodlust

Since the Hunter is focused on its primary target, it derives no satisfaction from the deaths of bystanders. So, unlike other Killers, Bloodlust does not increase when a Victim is killed. Instead, Bloodlust increases when the Hunter either deals damage to you or an Ally or is damaged itself. This represents the Hunter's cybernetic brain learning from these attacks and becoming smarter after each clash.

Bloodlust can only be increased this way once per phase. For example, if you were to play a Retaliate card and both YOU and the Hunter damaged each other, Bloodlust would still only go up once that phase.

Panic Phase

During the Panic phase, in addition to normal panicking rules, Victims in the Hunter's space also panic if Bloodlust increased that turn.

Defeating the Mark V

The Final Health token and Health markers on the Killer board are for the Mark X and do NOT apply to the Mark V. Instead, in order to defeat the Mark V you must destroy each of its Cybernetic Parts. It takes 2 damage to remove a single part. Damage can accumulate with multiple attacks but does not carry over to subsequent phases. For example, you can perform a Weak Attack to deal 1 damage and then a Furious Strike to deal another 1 damage, destroying a Cybernetic Part. If you had instead ended the Action phase without performing the Furious Strike, then the single 1 damage from the Weak Attack would have been wasted.

Multiple Cybernetic Parts can be removed with one or multiple attacks in the same phase. For example, if your combined attacks in a single phase did 5 damage, then 2 Cybernetic Parts are destroyed.

When a Cybernetic Part is destroyed, remove the top Cybernetic Part token from the back of the Finale card. Then, roll a die and place the Cybernetic Part token in or adjacent to the Mark V's space according to the number rolled and the Panic numbers on the Mark V's space.

The Mark V is defeated and shuts down once all of the Cybernetic Part tokens have been removed from the Finale card. Leave the Mark V's meeple where it was on the Location board. Then, take the Mark V's Dark Power card, revealing it if it's still face down, and slide it under the Ally card so that the special ability is showing at the bottom. If the Mark V was defeated during the Action phase, you may continue your turn. Otherwise, the phase immediately ends. For all game effects, the Mark V is no longer considered a Killer or Enemy.

Countdown Tokens

When all the Cybernetic Part tokens have been removed and only Countdown tokens remain on top of the Finale card, ignore the Killer action on the back of the Finale card and do not draw a Terror card. Instead, remove a Countdown token at the beginning of the Killer phase and increase Bloodlust by 1. When the second Countdown token is removed (as well as when resolving the Hunter Mark X Terror card), draw a new Setup card and place the silver Killer meeple for the Mark X in the Killer starting space indicated on that card. The Mark X is now the Active Killer. On the following turn, resolve the Killer phase as normal.

Retrieving Cybernetic Parts

The Mark V can be repaired and converted into an Ally (see Ally rules at the end). To do this, its destroyed Cybernetic Parts must first be retrieved. To pick up a Cybernetic Part token, spend Time during the Action phase while in the token's space (you cannot do this while moving through the space). If there are multiple tokens on the space, each token requires you to spend Time. Keep the token facedown when taking it and place it in your Backpack. Cybernetic Parts may be picked up even before the Mark V has been defeated.

The Time icon is printed as an hourglass; the source text shows it as an icon, which is rendered here as "Time".

Repairing the Mark V

Once you have one or more Cybernetic Parts in your Backpack and the Mark V has been defeated, you may begin re-installing them on the Mark V to repair it. While in a space with the Mark V, you may spend Time to flip 1 Cybernetic Part token in your Backpack and place that many Health markers on the Mark V Ally card. The first time a Cybernetic Part token is flipped, also place the Mark V Ally card in your play area along with the 4 Action cubes. The Mark V is now considered an Ally.

If you have additional Cybernetic Part tokens, you can make further repairs in the same manner, spending Time for each token. Further repairs can be made on the same or future turns to increase Mark V's health. Once an Ally, if the Mark V loses all its health it is permanently destroyed and removed from the board. Further repairs cannot be made once it loses all its health.

Achievements (The Hunter)

  • Defeat the Hunter at Sunnydaze Mall.
  • Defeat the Hunter at five different locations. (The booklet provides five blank lines for recording the locations.)
  • Defeat the Hunter in Extreme Horror Mode.
  • Use the Mark V to deliver the killing blow to the Hunter Mark X.
  • Defeat the Hunter Mark X without the Mark V being repaired.
  • Defeat the Hunter Mark X without the Mark V taking any damage after it has been repaired.
  • Destroy at least 3 Cybernetic Parts on the same turn.
  • Defeat the Hunter before the Finale is revealed.
  • Repair the Mark V to at least 10 health.
  • Repair the Mark V and have it damage the Mark X on the same turn.

Falconwood

"At its peak, Falconwood had a population of 16,715. That was before the government lab went into operation. Since then, strange events have plagued the town...mysterious deaths, disappearances. Several families have left. Many who remain seem oblivious to what is going on, but not everyone—some are adamant about exposing those behind these atrocities."

Components

  • 1 Location board
  • 1 Mission Token Reference card
  • 16 Various Tokens
  • 10 Event cards
  • 5 Friend cards
  • 5 Mission sheets
  • 2 Mission Item cards
  • 5 Setup cards
  • 9 Terror cards
  • 16 Item cards
  • 1 20-sided die

Event cards

  • "Packed Bridge" "Is there a sale at Kmart?" Lose 2 [icon] when crossing a bridge. (The icon is not legible at print resolution and is not transcribed; use the printed card.)

Friend cards

  • Adopted Father "Use your brain and stay out of trouble!" While the Adopted Father is in your space, change 1 [icon] to a [icon] when resolving Action cards that deal damage and deal 1 additional [icon]. If the Adopted Father is killed in your space, 2 [icon]. If the Adopted Father leaves play, discard this card. (The icons in this text are not legible at print resolution and are not transcribed; use the printed card.)

Terror cards

  • "This indecision's bugging me." Choose 1: Lose Progress on the Mission (refer to the Mission sheet for details); or Discard a random Item card.

Item cards

  • AK-47 "Soviet workmanship at its finest." The AK-47 cannot modify an Action card and must be used without one. Once per Action phase, spend 3 [icon] to deal 3 [icon] to 1 Enemy within range or [icon] to all Enemies within range. (The icons are not legible at print resolution and are not transcribed.)

Mission Item cards

  • Spell Book "Holy shit! I didn't think that would actually work!" Discard during the Action phase and choose an adjacent space. Roll the [d20 icon]. Everyone in that space takes [icon] based on the result: 1-10: 2 [icon]; 11-19: 4 [icon]; 20: 8 [icon]. (The icons are not legible at print resolution and are not transcribed.)

Special Setup

  • Set aside the "Survive the Hunt" Terror card, both Mission Item cards, and the Friend cards. They will only be used when instructed by the Mission rules.
  • Before normal setup, randomly select a Mission and follow the setup instructions on that Mission sheet.

Special Rules

Definitions

  • Bridge: Refers to the paths with roads that cross the river and the Bridge token (if it has been placed on the board).
  • River Crossing: Refers to the paths with blue lines that cross the river.

River Crossings

You will normally not be able to use River Crossings, but some effects will allow you to use them. Victims may follow you as normal. Enemies cannot use River Crossings. The spaces connected by a River Crossing are not considered adjacent nor connected for the purpose of determining range (or when resolving effects that refer to adjacent spaces).

Missions

Each Mission sheet will have specific instructions on how to setup and complete the Mission. Completing the Mission is mandatory to win the game. The Killer can only lose their final health and reveal their Final Health token after the Mission is completed. Any damage that would reveal the Killer's Final Health token before the Mission is completed is ignored. If there is more than one Killer, this only applies to the last remaining Killer.

Some cards will instruct you to Gain Progress or Lose Progress on the Mission. Refer to the Mission sheet for an explanation on how to resolve this and place a Tracking marker on the marked space as a reminder of the progress effect.

Friends

When you complete a Mission, a Friend will join you to help you defeat the Killer. Friends are considered Special Victims but have three important differences:

  • Friends will follow you into the Killer's space.
  • Other Victims in the same space as a Friend will be attacked before Friends are attacked.
  • Friends will not panic if they are in your space.

Twenty-Sided Die

Many cards will instruct you to roll the 20-sided die, or d20, as indicated by the d20 icon.

Mission Sheets

The booklet prints two of the five Mission sheets in full, Save Your Father and Missing Friend, and the Mission Token Reference card that lists the values for Expose the Lab and Missing Friend. The other three Mission sheets are not printed in this booklet and are not transcribed here; use the physical Mission sheets for them.

Save Your Father

"Government officials have imprisoned your father to keep him quiet. Help him escape before he's transported to another prison."

Additional Components

  • 9 Mission tokens (6 with key symbols and 3 blanks)
  • Adopted Father Friend card.

Setup

  • Place the Adopted Father Friend card near the play area.
  • Separate the 3 blank tokens and place them facedown in the play area (or place them in a bag or opaque cup).
  • For the remaining Mission tokens, place 2 facedown on each of the following spaces: Government Lab, Shopping Mall, and the Best Friend's House.

Note

  • For this Mission, you will be using the "key" symbol on the Mission token.

Missing Friend

"They say your friend died but it's a lie. Look for clues to find your friend."

Additional Components

  • 6 Mission tokens (do not include the ones that are blank on one side)
  • Best Friend Friend card
  • Spell Book Mission Item card
  • Token Reference card

Setup

  • Place the Best Friend Mission Event and the Spell Book Mission Item card near the play area.
  • Shuffle the 6 Mission tokens and randomly place one face down in each of the 6 named spaces that aren't [icon] spaces. Have the Token Reference card nearby.

Note

  • For this Mission, you will be using the letter-number combination on the Mission token (eg A1) and referring to the Token Reference card to determine the meaning of this value.

Mission Token Reference card

Expose the Lab (Value: Clue)

  • 1: Best Friend's House
  • 2: School
  • 3: Library
  • 4: Fanghorn Forest
  • 5: Community Pool
  • 6: Town Fair

Missing Friend (Value: Clue)

  • A1: East of the River.
  • A2: West of the River.
  • B1: North Falconwood.
  • B2: South Falconwood.
  • C1: First in Alphabetical order.
  • C2: Last in Alphabetical order.

Achievements (Falconwood)

  • Win a game at Falconwood.
  • Win a game with each of the 5 Missions.
  • Reduce Horror by 6 with the Game of Chance Event.
  • Win a game without using any of the Bridges.
  • Use Spell Book to deal damage to multiple Enemies.
  • Deliver the killing blow to the Killer with the Best Friend on the Killer's space.
  • Witness the Conspiracy Theorist deliver the killing blow to the Killer.
  • Replenish the Slingshot Item's uses twice.
  • Roll a result of 20 on the d20.
  • Use Telekinises to deliver the killing blow to the Killer.

Slayer

"No one knows how the Mirror Dimension came into existence, or how Slayer has now been able to start opening rifts to suck people into its dimension. What we do know is that Slayer needs to be stopped, especially since it seems to have some kind of vendetta against you."

Components

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 2 Final Girl cards
  • 16 Terror cards
  • 2 Action cards
  • 1 Killer board
  • 6 Mirror Dimension meeples
  • 4 Various Tokens
  • 1 Mirror Dimension Reference card
  • 1 Dimension Tracker card

Special Setup

  • Place the Dimension Tracker card near the play area.
  • Place the Final Girl and Special Victim tokens in the "Our Dimension" half of the Dimension Tracker card.
  • Add a Mirror Dimension Victim (gray meeple) on your space.
  • Add a Mirror Dimension Victim on the closest exit space to Slayer.
  • Add the Open a Rift Action cards to the Action Tableau.

Special Rules

The Mirror Dimension

The Mirror Dimension is a dark, dreary version of Our Dimension and both are represented on the same Location board. The following rules apply:

  • Slayer only moves in the Mirror Dimension, unless an effect says otherwise.
  • Victims in Our Dimension are represented by yellow meeples, and Victims in the Mirror Dimension are represented by gray meeples.
  • The dimensions you and any Special Victims are in currently is indicated by their token on the Dimension Tracker card. A token on the upper half means that the character is in Our Dimension, and a token on the lower half means the Mirror Dimension.
  • Normal movement rules apply. However, only Victims in your current Dimension will follow you.
  • A Victim can only be saved when both you and the Victim are at an exit space in Our Dimension.
  • [icon] spaces can be interacted with in both dimensions.
  • For simplicity, tokens on spaces, and location effects in general, apply to both dimensions unless the dimension is specified. If a token or location effect targets a Victim on a space and there are Victims in both Our Dimension as well as the Mirror Dimension, then Victims in Our Dimension are targeted first, unless Mirror Dimension Victims are specifically targeted.

Entering the Mirror Dimension

When the rifts started appearing, it awakened a power within you. During the Action phase, with intense mental energy, you can open a rift to the Mirror Dimension in your space. Resolve the Open a Rift Action card. Special Victims on your space may cross with you into the Mirror Dimension but normal (yellow) Victims cannot. When entering the Mirror Dimension, move the associated tokens to the Mirror Dimension half of the Dimension Tracker card.

The Open a Rift card example in the booklet shows the card's effect as "Go to Mirror Dimension. Special Victims may follow you."

Pulling Victims into the Mirror Dimension

Victims can be pulled from Our Dimension into the Mirror Dimension. When you see this symbol [icon], Slayer targets the closest Victim in Our Dimension. Perform the following:

  • For a normal Victim, replace the yellow meeple with a gray meeple. If all the gray meeples are already on the board, then the Mirror Dimension Victim farthest from Slayer is immediately killed. That gray meeple is then used for the new Victim pulled into the Mirror Dimension.
  • For a Special Victim, move their token to the Mirror Dimension half of the Dimension Tracker card.
  • Panic the Victim.
  • If no Victim was pulled into the Mirror Dimension, increase [icon] instead.

Worked example from the booklet: At the beginning of the Killer phase, Slayer pulls the closest Victim into the Mirror Dimension. Unfortunately, it's the Best Friend (indicated by the orange Special Victim meeple). Mike moves the token on the Dimension Tracker card that matches the Victim, from Our Dimension to the Mirror Dimension, to indicate that the Best Friend has changed dimensions. The Best Friend immediately panics. Mike rolls a 4 and moves the Best Friend into the same space as Slayer. Mike decides to play Open a Rift and succeeds, allowing him to move to the Mirror Dimension. He moves his token on the Dimension Tracker card to note this. He decides that the Best Friend is a lost cause and instead chooses to return to Our Dimension. He brings the Mirror Dimension Victim with him, replacing the gray meeple with a yellow one. He moves his token back to Our Dimension on the card.

Returning to Our Dimension

During the Action phase, you may return to Our Dimension at any time (except while in the middle of resolving an Action card). Move your token on the Dimension Tracker card to Our Dimension. Any Victims on your space may also come back to Our Dimension with you by replacing the gray meeple with a yellow meeple. For Special Victims, move their token to the Our Dimension half of the Dimension Tracker card.

If you are in the Mirror Dimension during the Upkeep phase, lose [damage icon].

Attacking

To attack Slayer, you must be in the same dimension to perform actions or use Items that deal damage. The exception is when you're attacked while you're in Our Dimension and play a Reaction card that deals damage.

Targeting

Slayer has a mental connection with you and can sense you regardless of which dimension you are in, but it can only sense Victims in the Mirror Dimension.

  • When targeting [icon], Slayer will target a Victim in the Mirror Dimension, or you, whichever is closer. Note that if Slayer is attacking on a space with only you and other Victims in Our Dimension, that Slayer will attack you, ignoring the Victims in Our Dimension.
  • When targeting [icon], it will target the closest Mirror Dimension Victim. If there are none, it will instead resolve [icon] and ignore the rest of that Killer Action. Continue to resolve the rest of the Terror card if there are additional effects.
  • When targeting [icon], it will target you regardless of which dimension you are in.

Panic Phase

During the Panic phase, do not panic Victims in Our Dimension (unless the Interdimensional Rift Collapse Finale card is in play). For example, Slayer is in the Mirror Dimension and at the start of the Panic phase, is in a space with 2 Victims in Our Dimension and 2 Mirror Dimension Victims. Since a Victim was killed earlier this turn, the Mirror Dimension Victims will panic but the Victims in Our Dimension will not.

Achievements (Slayer)

  • Defeat Slayer at five different locations. (The booklet provides five blank lines for recording the locations.)
  • Defeat Slayer in Extreme Horror Mode.
  • Defeat Slayer without having more than 3 Victims in the Mirror Dimension at any time.
  • Deliver the killing blow to Slayer from Our Dimension.
  • Defeat Slayer without returning any Victims from the Mirror Dimension to Our Dimension.
  • Stay at least 5 consecutive turns in the Mirror Dimension. (The booklet provides five circles for tracking the turns.)
  • Take 2 Special Victims with you to the Mirror Dimension using the Open a Rift Action card.
  • Return to Our Dimension with at least 4 Victims.
  • Witness Slayer lose its last health when the Interdimensional Rift Collapse Finale card is revealed.

Marrek Warehouse

"The locking system in Marrek Warehouse is state of the art and the first of its kind. Devised by our ingenious mechanical engineers, the system ensures precise shift changes and security." — Loctrocel Inc. spokesperson during the ribbon cutting ceremony for Marrek Warehouse

Components

  • 1 Location board
  • 10 Event cards
  • 5 Setup cards
  • 2 Action cards
  • 8 Terror cards
  • 12 Various Tokens
  • 16 Item cards

Event cards

  • "The Supervisor" "What are you two doing in there? Are those... packing peanuts?" Place the Supervisor and 2 new Victims in the Supply Cage. When panicking Victims in the Supervisor's space, roll 1 die and move all Victims (including the Supervisor) according to the result. If the Supervisor leaves play, discard this card.

Action cards

  • Climb May only be played while adjacent to a [icon] space. The card has three rows of options: "Move to an adjacent [icon] space" (costs one cost icon); "Move to an adjacent [icon] space" (costs 2 of the cost icon); and "Return this card to your hand" (with a reaction icon). The row icons are not legible at print resolution, so the costs and icons are not transcribed beyond what is shown here; use the printed card.
  • Leap The second Action card. Its printed text is icon-based and is not transcribed here; use the printed card.

Terror cards

  • "Click!" If any effect causes this card to be discarded, unlock the exit as described below but do not apply any other effects. The Main Entrance is now Unlocked. [icon] Draw the next Terror card.

Item cards

  • Forklift Keys "Pull this lever? Push that lever?" You may now use the Forklift. The Forklift may move with you, but may not enter [icon] or [icon] spaces. While with the Forklift, you may spend [icon] to safely move a Victim from an adjacent [icon] space to your space. (The icons are not legible at print resolution and are not transcribed.)

Special Setup

  • Place the Forklift token in The Pit space. It will only be used if you find the Forklift Keys Item card.
  • Place a Locked token on each of the exit spaces.
  • Set aside the 3 "Click" Terror cards before setting up the Terror deck as normal. After the Terror deck is set up, set aside the top 2 cards and shuffle in the 3 "Click" Terror cards with the remaining cards in the Terror deck. Then return the 2 set aside cards to the top of the deck.
  • Place the Climb and Leap Action cards in the Action Tableau.

Special Rules

Locked Exits

The warehouse has been locked by the Killer! While an Exit is Locked, no Victims may be saved at that Exit. The spaces themselves can be moved into, but to save Victims you will have to find ways to Unlock the Exits or wait for the automatic timers (the "Click" Terror cards) to open them. When an Exit becomes Unlocked, discard the Locked token from that space.

Rack Spaces

These spaces represent the top of the warehouse's storage racks. Unless noted on a card or effect, Enemies and Victims can move to and from Rack spaces normally.

Climb and Leap Action Cards

These cards are like other Action cards except that they cannot be acquired in the normal way. Instead, at any time during the Action phase, you may:

  • Discard a Walk card to take Climb OR Leap into your hand.
  • Discard a Sprint card to take Climb AND Leap into your hand.

Climb: You will have to use Climb to move to an adjacent Rack space. Victims may follow you when you Climb. You may not use Climb to move out of a Rack space. Instead, simply use normal movement actions or effects (i.e. Walk, Sprint, etc) to do so.

Leap: Use Leap to jump from one Rack space to another. Victims may follow you when you Leap. If you fail the Leap Action you will end up on the ground. Victims following you do not suffer damage, they just climb down the rack onto your space (to see if you're ok).

The Pit

The workers in the warehouse call the area in the middle of the warehouse "The Pit". When panicking someone from this space, roll 2 dice instead of 1 to determine the direction they panic.

Achievements (Marrek Warehouse)

  • Win a game at Marrek Warehouse.
  • Save a Victim before any Click! Terror cards are resolved.
  • Win a game where at least half the Victims were saved.
  • Use both the Climb and Leap Action cards on the same turn.
  • Save the Heroic Best Friend.
  • Use the Bowling Ball to deliver the killing blow to the Killer.
  • Unlock an Exit using an Item.
  • Win a game where zero Victims were saved.
  • Use the Chain Saw to deliver the killing blow to the Killer.
  • Witness 2 or more victims save themselves without you being in their space.

The Tormentor

"When we first discovered the scene, all that was left was gore and viscera. The intricate and devious nature of the trap was... well... none of us could believe it..." — Douglas Furlong, Crime Scene Investigator

Components

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 16 Terror cards
  • 2 Final Girl cards
  • 1 Killer board
  • 17 Various Tokens
  • 4 Final Girl Death Trap cards
  • 7 Victim Death Trap cards

Special Setup

  • The Tormentor does NOT start on the board.
  • As per normal rules, keep the Setup card faceup above the Location board for future reference. Keep the remaining Setup cards nearby (don't return them to the box).
  • Shuffle the Victim Death Trap cards and place the deck facedown in the play area. Do the same for the Final Girl Death Trap cards, forming a second deck.
  • Place a Victim in the space where the Killer would start the game (the Killer space) and resolve a Victim Death Trap card for this Victim (see Becoming Trapped below).

Special Rules

The Tormentor

The Tormentor will not appear until the Finale is revealed. Until then, Killer Actions on Terror cards are ignored. Also, while the Tormentor is not on the board, if an effect asks you to:

  • Place something, or count spaces, in relation to the Killer – Reveal a random Setup card and treat the Killer space on the Setup card as the Killer's space for the purposes of resolving the effect. Then shuffle the Setup card back in with the others.
  • Place the Killer - Ignore the effect.

Once the Finale has been revealed, the Tormentor will be placed on the board at the beginning of the NEXT Killer phase. At that point, reveal a random Setup card and place the Tormentor in the Killer space indicated on that Setup card. The Tormentor then proceeds to perform the Killer Actions on the Finale card and the game continues with the Tormentor now on the board for the rest of the game.

When the Tormentor ends her movement on an Unlocked exit space, place a Locked token there. At the start of the Killer phase, if all exit spaces are Locked, you lose the game.

Becoming Trapped in a Death Trap

A Death Trap will be set when you see one of the above icons (the Victim icon or the Final Girl icon). These are all the devious traps the Tormentor has prepared for you and the Victims.

When you're required to resolve a Death Trap, draw a Death Trap card from the appropriate deck. Then place the matching Death Trap token in the space of the target as indicated, and place the target's meeple on the start space of the Death Trap card. The target is now Trapped.

Trapped subjects are never targeted by the Tormentor unless specifically noted otherwise.

Trapped subjects may not move, ignoring all movement effects including panic (with the exception that you may use movement effects towards the requirement of escaping a trap). While Trapped, you may not play Reaction cards, search, or perform attacks on Enemies. If a card effect requires you to determine whether the Trapped subject is considered to be in a space or on the board, refer to the rules on Game Ambiguity to determine how to best resolve it. If you're still unsure, then consider the Trapped subject to be off the board for that effect.

Progressing Death Traps

When you see the Death Trap progress icon, advance the meeples on all active Death Traps to the next space and apply the effect on that space. For example, if there are three Trapped Victims and two advance to spaces with the Horror icon and one advances to a space with 2 Time, you would increase Horror twice and lose 2 Time.

When a Victim advances to the final space on the Death Trap card (noted with a Death Trap icon), the Death Trap is complete. The Victim is killed (yes, Bloodlust increases) and you must apply the Fail Result effects.

When the Final Girl meeple advances to the final space of a Death Trap, you are killed and immediately lose the game (do not reveal your Final Health token). Don't let that happen! Note! If you lose your final health before the final space, your Final Health token is still revealed as normal. If health is recovered, you remain in the Death Trap.

During the Panic phase, Victims in a space with a completed Death Trap will panic. In the Upkeep phase, tokens and cards for completed Death Traps are removed from the game.

Escaping Death Traps

Each Death Trap has a series of tasks that need to be completed to escape. While on the space with a Death Trap (or in a Death Trap yourself!), you may perform the Escape Tasks. Escape Tasks involve spending time, doing damage, moving, losing health, etc.

Escape Tasks must be completed in order from top to bottom. Once an Escape Task is resolved, mark it with a tracking marker. Then, you can work on resolving the next task (if any remain). When the last Escape Task is completed, the subject has escaped. Place the meeple on the board space with the Death Trap token. Then, remove the Death Trap token and card from the game.

A few things to note about completing Escape Tasks:

  • If an Escape Task requires you to spend time to complete it, you may only do so if it does not cause the time marker to go below 0.

  • As long as you are in the same space, any effects (regardless of the source) can be used towards completing Escape Tasks.

  • Using Action cards or Items to complete the Escape Tasks does NOT also let you use the effect as you normally would. Any unused excess from the effect is lost. Other effects resulting from resolving the Action card or using the Item are still applied.

    For example, if an Escape Task requires you to "Move 1 Space" and you get a double success for Sprint that allows you to move 3 spaces, you can use this result to complete the "Move 1 Space" Escape Task but cannot use the excess towards another Escape Task, or to move spaces on the board. However, you would still lose 1 time as part of resolving the effect.

  • You may play multiple cards to complete an Escape Task. However, you must fully complete the task before the Action phase ends or your progress will be lost. For example, if you need 2 damage to complete the task, but are only able to do 1 damage, that damage will be wasted and lost when the Action phase ends.

  • If you are in a Death Trap yourself, you may not resolve Escape Tasks for Victim Death Traps on your space.

  • Work together! If at least one untrapped Victim is in the space with you, you may add +1 Horror to your Horror rolls when you are resolving Action cards towards completing Escape Tasks. If there are multiple untrapped Victims with you, you can still only add +1 Horror.

The Swinging Blades Death Trap card shown in the booklet lists three tasks: "First, time the blades", "Then, cut the ropes" and "Lastly, dive to safety: Move 2 spaces", with a Fail Result. Those task costs are icon-based and are read from the printed card.

Bottoming Terror Cards

When you see the Bottom icon on a Terror card, you are being instructed to place that card face down on the bottom of the Terror deck. If it is the only card left or if there is an endless loop of cards being bottomed in succession, discard the card(s) instead.

No Escape Finale

During the "No Escape!" Finale the Tormentor will try to lock all the exit spaces. While an exit space is Locked, no Victims may be saved at that exit. At some locations (like Marrek Warehouse), you may have ways to Unlock the exit spaces. If a Locked space becomes Unlocked, remove the Locked token from that space and the Tormentor will have to try to return to it to lock it.

Achievements (The Tormentor)

  • Defeat the Tormentor at Marrek Warehouse.
  • Defeat the Tormentor at five different locations. (The booklet provides five blank lines for recording the locations.)
  • Defeat the Tormentor in Extreme Horror Mode.
  • Defeat the Tormentor after escaping from 3 or more Final Girl Death Traps. (The booklet provides three circles for tracking.)
  • Defeat the Tormentor after freeing 5 or more Victims from Death Traps. (The booklet provides five circles for tracking.)
  • Defeat the Tormentor without any Victims being killed in Death Traps.
  • Free a Victim from a Death Trap and save that Victim on the same turn.
  • Defeat the Tormentor on the turn immediately after she appears on the Location board.
  • Free a Victim from a Death Trap on the turn immediately after it appears.
  • Free both yourself and a Victim from Death Traps on the same turn.

Utopia

"We have an old joke around these parts, it goes like this... 'Where can you find Utopia?' The owner of the General Store smiles and fidgets, waiting for Ronda to answer, but she just shrugs. Barely able to contain himself, he bursts out, 'Nowhere!' and he begins laughing uncontrollably."

Components

  • 1 Location board
  • 10 Event cards
  • 5 Setup cards
  • 12 Sand Snake cards
  • 8 Terror cards
  • 6 Various Tokens
  • 18 Item cards

Special Setup

  • Shuffle the 12 Sand Snake cards together to form the Sand Snake deck.

Special Rules

Sand Snake Attack!

Each turn, Sand Snakes will rise up out of the ground and attack! At the end of the Killer phase, draw 2 Sand Snake cards and follow the instructions on the cards. A Sand Snake does 1 damage to ONE TARGET on the named space using the following priority: Victim ► Final Girl ► Minion ► Killer.

After attacking, all Sand Snakes immediately burrow back underground. Sand Snakes are NOT considered Minions and cannot be attacked, killed, or otherwise interacted with other than you may use Reaction cards and Item effects to prevent damage being dealt to you by the Sand Snakes.

One of the Sand Snake cards will instruct you to reshuffle the discard pile back into the deck. This is done after resolving all the other Sand Snake cards drawn at the same time.

Sinkholes

Some spaces can "Collapse". This will be indicated on certain Terror or Event cards. When this occurs, any Victims in the affected space are killed. You and any Enemies in the space take 1 damage and then anyone left there panics until they leave that space. Place a Sinkhole token in the space. A space with a Sinkhole token can no longer be moved to or through by ANYONE for the rest of the game.

Boulder Spaces

Some spaces are Boulder spaces. These spaces are safe from Sand Snake attacks and some card effects may reference them.

Achievements (Utopia)

  • Win a game at Utopia.
  • Witness a Sand Snake deliver the killing blow to the Killer.
  • Witness the Killer lose it's final health from being in a space that Collapses.
  • Witness all 4 Sinkholes in the same game.
  • Deal 6 damage using Household Chemicals.
  • Use the Scoped Rifle at a range of 4 to deliver the killing blow to the Killer.
  • Witness a Sand Snake attack you, a Victim, and the Killer.
  • Save the Defiant Teenager.
  • Win a game with Dehydration as the starting Event.
  • Use the Crowbar's discard effect to acquire a weapon with a damage modifier of 2+.

The Eyeless

"Scientists, were they able to study the Eyeless, would have been fascinated by its ability to move and kill so precisely without possessing eyes. Unfortunately, that will probably never happen since soon they'll all be dead."

Components

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 16 Terror cards
  • 4 Noise cards
  • 2 Final Girl cards
  • 1 Killer board
  • 1 Noise marker

Special Setup

  • Place the Noise marker on the zero space of the Time track.
  • Place the Noise cards beside your play area.

Special Rules

Noise Level

Your Noise level will increase by 1 for EACH Action card you resolve during the Action phase. The result of the Action does not impact the amount of Noise, it is simply a Noise level increase of 1 for each Action card resolved. Cards discarded for Time or to convert successes are NOT counted for Noise, however, resolving Close Call does increase the Noise level because you're resolving an Action card. Action cards played in other phases (for example Reaction cards or Close Call played in the Killer phase) are not counted for Noise.

The Noise level only applies to you and can impact who the Eyeless will target when resolving certain Terror cards during the Killer phase (see Eyeless Targeting, opposite). Each time you make Noise, move the Noise marker up on the Time track accordingly. The current Noise level is equal to the number on the Time track where the Noise marker is. Some effects will reduce Noise, but the Noise level cannot go below zero. The Noise marker resets to zero at the END of the Upkeep phase.

Using Items

Many Items make noise, sometimes lots of it. Use the following guidelines for applying Noise from Items. When an Item is used during the Action phase, increase the Noise level based on which category below best applies to the Item being used. If in doubt, apply rules on Game Ambiguity.

  • Can be done silently: no noise increase – things like a map, drinking water, applying first aid, etc.
  • Could be heard by others near you (in the same space): +1 noise – melee type attacks, pole vaulting, etc.
  • Could be heard at a distance (in other spaces): +3 noise – gun shots, a whistle, vehicle use, etc.

When you acquire an Item, determine which category it fits in to and, if applicable, place a Noise card beneath it with the corresponding Noise value showing at the bottom. This is just a helpful reminder to increase Noise when using that Item.

Noise Examples

Katia has managed to acquire three different items. The Six-Shooter will make a lot of noise, so she places a Noise card underneath it with +3 showing. The Pickaxe will make some noise (but not as much as the gun), so she places a Noise card underneath with the +1 showing. Using a First Aid Kit would not make any noise at all, so she doesn't place a Noise card underneath it.

Eyeless Targeting

The Eyeless targets normally based on the targeting icon UNLESS there is a Final Girl Noise icon on a Terror card. In this case, the Eyeless will target you if BOTH of the following conditions are true:

  • The current Noise level is greater than or equal to the value on the Final Girl Noise icon.
  • The Eyeless can reach you with its movement.

If either condition is not true, resolve the effect after "Otherwise" on the Terror card (note that this still could result in you being targeted!).

Katia resolved 4 Action cards during the Action phase and did not use any Items. As such, the Noise marker is on space 4 on the Time track indicating the current Noise level is 4. It is now the Killer phase and the Eyeless first moves 1 space towards the closest target due to the Killer Action on the back of the Finale card. The Eyeless is now in a space with a Victim and Katia is 2 spaces away.

You reveal the Terror card On the Hunt. First you raise the Horror Level by 1. Then, the Eyeless will resolve the effect targeting you because: 1) the current Noise level is 4, which is equal to the value on the Final Girl Noise icon; and 2) the Eyeless can reach you with its movement of 3. If you had been 4 or more spaces away or made 3 or less Noise, then Eyeless would have targeted the closest target (which would be the Victim in its space) per the "Otherwise" effect indicated.

Achievements (The Eyeless)

  • Defeat the Eyeless at Utopia.
  • Defeat the Eyeless at five different locations. (The booklet provides five blank lines for recording the locations.)
  • Defeat the Eyeless in Extreme Horror Mode.
  • Defeat the Eyeless by never making more than 3 Noise each turn.
  • Defeat the Eyeless by making more than 3 Noise every turn.
  • Defeat the Eyeless before the Finale is revealed.
  • Win a game where all Reaction cards were removed from the game.
  • Win a game where Unlimited Endurance was shuffled back into the Terror deck.
  • Make at least 10 Noise in one turn.
  • Make 0 Noise in one turn.

Terror from Destiny

"Something is trying to kill us, and in a very specific order." — Gabrielle

Terror from Destiny is a Vignette. It requires the Final Girl Core Box and any Location from a Feature Film box (each sold separately).

Components

  • 3 Dark Power cards
  • 3 Death Order cards
  • 10 Punishment cards
  • 10 Consequence cards
  • 1 Final Girl card
  • 3 Action cards
  • 17 Terror cards
  • 5 Fated Terror cards
  • 2 Bloodlust cards
  • 16 Various tokens

The booklet's component list shows "10 Punishment cards" under two card images; the count given here is the printed 10.

Special Setup

Follow the normal setup rules with the following differences:

  • There is no Killer board. Instead, align and place the two Bloodlust cards next to the Location board. Place the Bloodlust marker on the start space of the Bloodlust card. The Horror level starts at 5.

  • When building the Terror deck, keep the 5 Fated Death Terror cards to the side and shuffle this Vignette's remaining Terror cards together with the Location's Terror cards. Deal out 8 cards and place the remaining Terror cards back into their respective boxes. Of the 8 cards you dealt, place 1 of these off to the side and shuffle the remaining 7 cards with the 5 Fated Death Terror cards. Finally, place the single Terror card you set aside earlier on top. You will now have a Terror deck of 13 cards (rather than the normal 10), and you know for sure that the top card will not be a Fated Death card.

  • Randomly choose a Death Order card and place it faceup next to the Location board. Then, shuffle the 5 Death tokens (the circular ones with the skull on the back) and randomly place them facedown on the Death Order card (A).

  • Shuffle the Consequence and Punishment cards. Then, place 5 Consequence cards facedown in a row, and below each of these cards place a Punishment card (B). Place the Arrow token above the leftmost Consequence card (C). Place any remaining Consequence and Punishment cards back in the box.

  • Place the Victims and Final Girl on the spaces indicated in the Setup card but do not place a Killer as there is none for this Vignette.

  • Using the colored arrows to line them up, lay the Setup Grid rulers along the left side (blue arrows) and the bottom (green arrows) of the Location board (D).

  • Select one die to represent the horizontal axis and another die to represent the vertical axis. Roll the two dice and, consulting the Setup Grid rulers, place one of the Fated Victim tokens (the square ones) on a space within the resulting grid section following these rules:

    • At least half of the space needs to be in the grid section for you to be able to place the Fated Victim there.
    • A Fated Victim cannot be placed with the Final Girl.

This is how the Death Order, Consequence, and Punishment cards should be laid out during setup.

Setup Example

The Location is Utopia and the setup card was "Welcome to Utopia." Evan sets up the Final Girl and Victim meeples as normal, but does not place the Killer meeple as there isn't one when playing this Vignette. He then places the Setup Grid rulers around the edges of the board.

(E1) Evan's first roll is a 1 for the vertical guides and a 4 for the horizontal guides. There are three legal places he could place the Fated Victim: the Crossroads, the Water Tower, and the General Store. He chooses to place the Fated Victim at the General Store.

(E2) Evan's second roll is two 3's. This ends up being in the exact same grid section as the last Fated Victim. The General Store is no longer a legal placement since there's already a Fated Victim there, so he places the new Fated Victim at the Crossroads.

(E3) The third roll is a 5 for the vertical guide and a 3 for the horizontal guide. Evan wishes he could place the Fated Victim in his own space, but he can't, so he places him at the Sheep Farm instead.

(E4) The fourth roll is a 5 for the vertical guide and a 6 for the horizontal guide. The Exit space isn't a legal placement, so he places the Fated Victim at the House instead.

(E5) Evan's final roll is a 6 for the vertical guide and a 1 for the horizontal guide. The Mountain Pass isn't an option since it's an Exit space, so he can choose between the Trailer Park and the Boulder space with the two other Victims. He chooses to place her in the Boulder space.

Special Rules

Your goal is to save as many Fated Victims as possible, but it must be done in the correct order (as indicated by the facedown tokens on the Death Order card)! If you save a Fated Victim out of order there will be consequences! At the end of the game, once the Terror deck has run out, you will have to face the ultimate consequences of Fate. If you come up short, Destiny will once again exact its awful price—your life.

Fated Victims

Fated Victims are treated like Victims, with a few differences.

  • Fated Victims can't be replaced with Special Victims.
  • Fated Victims can leave the board via exit spaces as normal, but they are not yet saved. Instead, place their token on top of the first Death token on the Death Order card that doesn't already have a Fated Victim token on it. Whether they are saved or not is determined later when resolving a Fated Death Terror card.
  • If a Fated Victim dies for reasons OTHER than drawing a Fated Death Terror card, they are immediately placed on the Limbo area of the Bloodlust card. Do NOT increase bloodlust at this point. Bloodlust will be increased when the Fated Victim's Death token is revealed.

If there are no longer any Fated Victims on the board, resolve 2 Terror cards during the Killer phase instead of 1.

Ginny has drawn a Fated Death Terror card, so she checks which Death token is next. She had previously saved the cheerleader and placed her Fated Victim token on top, so she removes it and flips the Death token (A). Unfortunately, the tokens don't match. The Victim on the Death token is actually the rebel, whom she also saved... but in the wrong order. She finds the rebel's Fated Victim token (it's on top of the next Death token) and kills him, increasing Bloodlust and moving his token to the Consequence card indicated by the Arrow token (B). Next, because she saved the cheerleader out of order, she moves her Fated Victim token to Limbo (C). Finally, she moves the Arrow token to the next card in the row (D) and discards the Death token.

Fated Death Terror Cards

When you draw a Fated Death Terror card, check the next Death token on the Death Order card (the first token is in the space marked START, and the arrows indicate which tokens come after). If there is a Fated Victim token on top, set it to the side. Then, if the indicated Death token is facedown, flip it faceup.

If the Death token is by itself and there isn't a Fated Victim token on top, find the victim pictured on the Death token. If they are in Limbo, apply the Limbo consequences on the Fated Death Terror card. Then, kill the Fated Victim (whether they are on the board, in Limbo, or were on top of a different Death token on the Death Order card), increasing bloodlust, and place the Fated Victim token on the Consequence card indicated by the Arrow token. The Fated Victim is killed even if the location rules indicate that Victims cannot be killed is certain circumstances. (The booklet reads "is certain circumstances"; "in" is presumably intended.)

NOTE! If the Fated Victim was still on the board, do NOT suffer the Limbo consequences on the Fated Death Terror card.

If there was a Fated Victim token that was set aside, check to see if it and the Death token match. If they do, immediately take the Saved reward on the Fated Death Terror card and place the token onto your Final Girl card. At the start of the next Action phase, you may apply the effects from saving the Fated Victim, same as when a normal Victim is saved.

If there was a Fated Victim token on top but it does NOT match the Death token, then follow the procedure described above to kill the victim pictured on the Death token. Then, take the Fated Victim token that was on top (the one that didn't match) and place their token in Limbo on the Bloodlust card. You tried to save them, but unfortunately you did it in the wrong order.

Finally, discard the Death token and then move the Arrow token above the Consequence cards one space to the right, to the next card in line. The position of the Arrow token should always match which Death token is next on the Death Order card (i.e., if the next Death token is the fourth one on the card, then the Arrow token should be above the fourth Consequence card).

No More Fated Victims on the Board

When there are no longer any Fated Victims on the board (with all of them either being on the Death Order card, on a Consequence card, in Limbo, or saved on the FG card) then draw and resolve 2 Terror cards instead of one for all subsequent Killer phases.

Destiny Symbol

The Death Order card will indicate what effect is resolved when the Destiny symbol appears. You may play the Thwart Destiny Reaction card to ignore one Destiny symbol.

Killer Actions

Treat a Killer Action on a Terror card as if it was a Destiny symbol. So if a Terror card has two Killer Actions, then the Destiny symbol is resolved twice. Ignore other effects on the Terror card related to the Killer.

Premonition Action Card

There is a new Action card called Premonition. When you play this card, it may allow you to examine one or more Unknowns. An Unknown refers to any token or card that is facedown. This includes: a facedown Death token; a facedown Consequence card; a facedown Punishment card; and any other facedown card (i.e. the next Terror card, the next Event card, card on top of an Item deck, or the Dark Power card). When resolving Premonition flip the appropriate number of Unknowns faceup, thereby giving you more information about what is coming.

End of the Game and the Destiny Phase

After the final Terror card is resolved, the game immediately ends. There is no Finale. This begins the Destiny phase of the game. Going from left to right, resolve each Consequence card that has a Fated Victim on top of it. If the card is facedown, flip it faceup. If you are unable to fulfill the requirement on the card, reveal the Punishment card beneath it and lose that much health. If you must flip your Final Health token, treat it as you normally would. If you come back with health, ignore any excess loss of health from the current Punishment card before continuing to resolve any remaining Consequence cards. After resolving all Consequence cards that have a Fated Victim on them, if you are still alive you win the game.

It's the Destiny phase at the end of the game. Two Fated Victims were killed, the rebel and the cheerleader, so Ginny flips both of their Consequence and Punishment cards (if they weren't already faceup). She ignores any Consequence cards that do not have a Fated Victim on top of them. The first consequence is that she must have at least 3 Items to discard. If she doesn't, she immediately loses 3 health. The second consequence is that the Horror level must be at 1 or lower. If it isn't, she will lose 2 health. After checking each consequence and applying the health loss if the condition was not fulfilled, Ginny wins the game if she is still alive.

Achievements (Terror from Destiny)

  • Win a game at five different locations. (The booklet provides five blank lines for recording the locations.)
  • Win a game with each Death Order card. (The booklet provides three blank lines.)
  • Win a game with no Fated Victim being in Limbo.
  • Win a game with all Fated Victims being saved.
  • Win a game where all 5 Consequence cards are resolved.
  • Achievements (Terror from Destiny)
  • A Fated Victim cannot be placed on an exit space.
  • A Fated Victim cannot be placed in a space that already has a Fated Victim.
  • If you cannot place a Fated Victim as a result of these constraints, then re-roll the dice and try again. Repeat these steps until all 5 Fated Victim tokens have been placed (E1-E5).

  • Add the Thwart Destiny Action card and 1 Premonition Action card to the Action Tableau. For an easier mode, add both Premonition Action cards.