Final Girl: The Green Terror
Final Girl: The Green Terror Rulebook
Table of Contents
Table of Contents
The Volk'ar: Components
- 3 Finale cards (one is shown as "Guerilla Warfare")
- 1 Epic Finale card ("Regenerative Cloaking")
- 2 Final Girl cards (Alois and Dakota)
- 3 Dark Power cards ("Blades in the Dark")
- 1 Epic Dark Power card ("Merciless Ambush")
- 16 Terror cards (one is shown as "Psy Ops")
- 22 Movement cards
- 2 Action cards (Track)
- 1 Attack Resolution card
- 1 Killer board
- 2 Origin markers
- 12 Various tokens
The Volk'ar: Special Setup
- Place the Track Action cards into the Action Tableau.
- Place the Attack Resolution card, the Damage tokens [star icon], and the Attack token [crosshair icon] next to the play area.
- Shuffle the Movement cards and place the facedown deck next to the board. Then, deal out one card facedown next to the deck, leaving room to deal out up to five additional cards.
- After revealing the Setup card, do not place the Killer meeple onto the board. Instead, place the Killer meeple onto the back of the Finale card in the space indicated. Then, place an Origin marker onto the space where the Killer would begin and place the second Origin marker onto the back of the single facedown Movement card.
Example starting setup for the Volk'ar.
The Volk'ar: Special Rules
The Volk'ar has sophisticated cloaking technology and will spend much of the game hiding in the shadows, hunting her prey. The Volk'ar does NOT have a Movement Value. Instead, her movement will be directed by the path of Movement cards.
Definition of Terms
- Concealed: The Volk'ar cannot be seen, although she is ALWAYS somewhere on the board (indicated by her Path, see below). When Concealed, her current space is hidden and her Killer meeple is on the Finale card. If the Volk'ar is Concealed at the start of the Killer phase, resolve the upper Killer Action on the Finale card.
- Visible: The Volk'ar's cloaking tech is disengaged and she can be seen normally. Her Killer meeple will be on the board when she is Visible. If the Volk'ar is Visible at the start of the Killer phase, resolve the lower Killer Action on the Finale card.
- The Volk'ar will resolve one Killer Action if she is Concealed and a different one if she is Visible.
- Path: The hidden route the Volk'ar is following, indicated by the row of Movement cards.
- : This is the first card in the (denoted by placing an marker on top of it) and indicates where the Volk'ar will begin her hidden movement.
Building the Volk'ar's Path
Whenever you see the [eye icon] icon, draw a Movement card and place it faceup in the next spot in the Path. Whenever you see the [crossed-eye icon] icon, draw a Movement card and place it facedown instead. If the Volk'ar is Visible when the [crossed-eye icon] icon is resolved, she will immediately become Concealed. Place one Origin marker on the newly drawn Movement card and the second Origin marker in the Volk'ar's current space. Then, place the Volk'ar's Killer meeple onto the Finale card.
If you ever need to draw a Movement card and the deck is empty, shuffle the discard pile and form a new Movement deck.
Resolving the Volk'ar's Path
The Volk'ar will resolve her Path and reveal herself when one of three things occurs:
- You resolve the Reveal icon [reveal icon] on a card.
- You add a 6th Movement card to her Path. If this occurs while resolving the Killer Action on the Finale card, finish resolving the Killer Action first before resolving her Path. If this happens while resolving a Terror (or other) card, finish resolving the entire card first before resolving her Path. This may result in there being more than 6 Movement cards to resolve.
- While Concealed, an attempted attack against her would do damage (see Attacking the Volk'ar below).
When any of the above occurs and the Volk'ar is revealed, immediately do the following:
- Place the Volk'ar's Killer meeple onto the board in the space with the Origin marker, even if that space is no longer accessible due to a location effect. Then, place both Origin markers next to the Movement deck.
- Starting with the Origin card, resolve each card in the Path one at a time, flipping the card faceup if necessary. Follow the instructions on each Movement card to move the Volk'ar, attacking in her current space if indicated. Any spaces with movement restrictions or penalties for the Killer will apply to the Volk'ar and sometimes result in her not moving for a particular Movement card.
- If either you or Volk'ar take damage while resolving a Movement card and need to reveal the Final Health token, wait until all the Movement cards have been resolved first.
- After resolving all the cards in the Path, discard the Movement cards.
Note! You are never allowed to look through the pile of discarded Movement cards.
Tracking the Volk'ar
You can use the Track Action card in order to hone in on the exact space where the Volk'ar is hiding. If all Movement cards in the Path are faceup, then you will know EXACTLY which space the Volk'ar is in, but if even one card is facedown, you will have to guess at her exact location.
The Track card's three coloured rows read, from the top: "Reveal the Origin card OR 2 other Movement cards"; "Reveal 2 Movement cards (not the Origin card)"; "Reveal 1 Movement card (not the Origin card)". The fourth, red row shows only icons: [skull icon] then an arrow then [crossed-eye icon]. The card's quote reads: "There's something out there huntin' us... and it ain't human."
Attacking the Volk'ar When She's Concealed
When Concealed, the Volk'ar is always at a specific space on the board, indicated by her Path. Any space on the board within range can be targeted (following normal attack rules) AS IF the Volk'ar was present there. Place the Attack token [crosshair icon] in the space being targeted and resolve the attack. Track how much damage resulted from the attack by placing Damage tokens on the Attack Resolution card. If the attack resulted in no damage, the Volk'ar remains Concealed and her Path is not resolved. Otherwise, resolve the Volk'ar's Path as previously described.
If the Volk'ar's final space is the same as the space with the [crosshair icon] token, the attack's damage is resolved! Apply the damage on the Attack Resolution card to the Volk'ar.
If the Volk'ar ended her movement in a different space, the attack had no effect. Instead, the Volk'ar ambushes YOU (regardless of who the attack came from). Resolve the Ambush Penalty on the bottom of the final Movement card in her Path.
Finally, discard any Damage tokens on the Attack Resolution card and remove the [crosshair icon] token from the board.
Note! If you attacked your current space AND the Volk'ar ended her movement in that space AND there was a Killer Attack line on the final Movement card in her Path, both your attack and the Volk'ar's are considered to have happened simultaneously.
When the Volk'ar Is Concealed
If the Volk'ar is Concealed, the following exceptions apply:
- If an effect asks you to place something, or count spaces, in relation to the Killer, treat the space with the Origin marker as the Volk'ar's current space for the purposes of resolving the effect.
- If an effect asks you to place the Killer, ignore the effect.
- If a card has a Killer Action line, treat it as a [crossed-eye icon] icon.
- Victims will not panic during the Panic phase.
Example: Liz's Path Resolves
It's the Killer phase and Liz has just drawn the Out of the Shadows Terror card, which has the [Movement icon] on it. She must now resolve the Volk'ar's Path, currently four cards long.
She first moves the Killer meeple from the back of the Finale card to the space on the board marked by the Origin marker and places both Origin markers next to the Movement deck.
Liz flips the two facedown Movement cards faceup, revealing the route the Volk'ar will take. Card 1 says "Move 3 spaces towards the closest [orange icon] space." Because both the Rebel Camp and the Ancient Ruins are equidistant, the tie is broken in reverse alphabetical order (per the card), so the Volk'ar moves to the Rebel Camp. There's a Killer Action line on the card so she kills the lone Victim present there. Card 2 says "Move 2 spaces towards the closest [orange icon] space," but says NOT to consider the current space. Because the Rebel Camp doesn't count, the Volk'ar moves 2 spaces towards the Ancient Ruins, ending up in the space she started in. There's a Killer Action line, but the space is empty, so nothing happens.
Card 3 in the Volk'ar's Path says "Move 1 space on a 6." Checking the space's panic numbers, Liz moves the Volk'ar's Killer meeple one space to the left. There's a Victim there but no Killer Action line on the Movement card, so the Victim escapes death (for now). The fourth and final card says "Move 1 space towards the closest Named space." There's a tie between the Central River and the Ancient Ruins, but per the card ties are broken in alphabetical order, so the Volk'ar moves to the Ancient Ruins. There's a Killer Action line on the card and (unfortunately) Liz's Final Girl meeple is at the ruins, so she gets attacked by the Volk'ar. Finally, Liz gathers up the Movement cards and discards them. The Volk'ar is now Visible, although who knows for how long.
Example: Maggie Attacks a Guess
There's currently only one card in the Volk'ar's Path, the Origin card, so Maggie decides to take a risk and attack. She deduces that there's a good chance the card will direct the Volk'ar to the nearest [orange icon] space (she hasn't seen many of those so far this game, and she knows there are three in the Movement deck), so she targets the Supply Depot and places the [crosshair icon] token there. Using a Furious Strike Action card along with her M16, she rolls a 5 and a 6! She does [2 damage stars] with Furious Strike and an additional [2 damage stars] with the M16 for a total of 4 [damage star]! She places [damage tokens] on the Attack Resolution card to match the amount of damage her attack inflicted. Now to see if she actually managed to hit the Volk'ar!
Because Maggie did damage with an attack, the Volk'ar automatically resolves her Path. Maggie flips the lone Movement card faceup and discovers that she guessed incorrectly: the card says to move towards the closest [green-circle icon] space, NOT the closest [orange icon] space. Maggie moves the Volk'ar's meeple one space south to the Cave. Because the Volk'ar did not end up in the space with the [crosshair icon] token, Maggie's attack is wasted. She discards the [damage tokens] with no effect.
Finally, because the attack was directed at the wrong space, Maggie suffers the Ambush Penalty on the bottom of the Movement card. She increases Horror by one and vows to make a better guess next time.
Volk'ar Card Notes
- Finale cards (three, including the Epic Finale card Regenerative Cloaking): each has an upper and a lower Killer Action line, shown as icon sequences that include the words "Move 3 Spaces". The upper line is resolved while the Volk'ar is Concealed, the lower while she is Visible (see Special Rules above). The icons are not named on the sheet and are not transcribed further.
- Dark Power cards (three), e.g. Blades in the Dark: "When the Volk'ar's Path is resolved, kill 1 Victim in each space adjacent to her final space."
- Epic Dark Power card Merciless Ambush: "When the Volk'ar's Path is resolved, resolve the Ambush Penalty on each Movement card."
- Terror card Psy Ops: "If the Volk'ar is Visible, discard and draw the next Terror card. Otherwise: Discard all Track Action cards in your hand."
- Movement cards: each has a direction line (for example "Move 3 spaces towards the closest [orange icon] space. Do not consider the current space. Break ties in reverse alphabetical order."), an optional line shown as icons, and an printed at the bottom. Some cards read "Move 1 space towards the closest space" or "Move 1 space on a 6". Some read "Break ties by highest panic number."
Pesadilla Verde: Components
- 1 Location board (Pesadilla Verde)
- 4 Action cubes
- 4 Action Upgrade tokens
- 4 Ability Upgrade tokens
- 10 Event cards (the sheet shows "Piranhas!")
- 5 Setup cards (the sheet shows "River Rats")
- 18 Item cards (the sheet shows "Bowie Knife")
- 8 Terror cards (the sheet shows "Cursed Sacrifice")
- 2 Action cards (Train)
- 1 Soldiers card
- 5 Various tokens
Pesadilla Verde: Special Setup
- Place the Huey token in the Clearing space.
- Place the Train Action cards into the Action Tableau.
- Place the Soldiers card and the Action cubes next to the play area. Take the 8 Upgrade tokens and place them on the card. The 2 starting Upgrades (indicated with the [green icon]) should be placed on their Unlocked side. The remaining 6 Upgrade tokens should be placed on their Locked side (indicated with the [lock icon]).
The sheet shows the Soldiers card with its Upgrade tokens placed on it.
Pesadilla Verde: Special Rules
The Soldiers
Every normal Victim is a Soldier, deployed to the conflict zone of Pesadilla Verde and eager to fight! They act like normal Victims for almost all game effects. Unlike normal Victims, Soldiers WILL follow you into the Killer's space and they can be given orders (see Ordering Soldiers).
Upgrades
There are two types of Upgrades: Action Upgrades (indicated by tokens with blank squares) and Ability Upgrades (those without squares). At the beginning of the game, Soldiers only have access to two Action Upgrades: moving and attacking. However, the Train Action card can be used to Unlock additional Upgrades.
When you Unlock an Upgrade, choose an Upgrade token and flip it from its Locked side [lock icon] to its Unlocked side. If a game effect tells you to Lock an Upgrade, flip it from its Unlocked side to its Locked side.
There are 4 Action Upgrades, indicated by the tokens with blank squares:
- Attack: You begin the game with one of these Unlocked and one Locked. Using this Action will allow a Soldier or group of Soldiers to attack Enemies in a space up to their range.
- Move: You begin the game with one of these Unlocked and one Locked. Using this Action will allow a group of Soldiers to move 1 space.
There are 4 Ability Upgrades, indicated by the tokens WITHOUT any squares:
- Saving Soldiers: Soldiers are very stubborn and do not want to be "rescued." They want to fight! At the start of the game it costs 2 Time to save a Soldier. If Unlocked, you can save Soldiers for no time loss.
- Friendly Fire: At the start of the game, your Soldiers are not very skilled. Whenever you use an Attack action, they will potentially shoot one another. Roll a die for each Soldier involved in the attack. On a roll of 1-2, you must kill one of the Soldiers involved in the attack. If Unlocked, there will no longer be any friendly fire when they attack.
- Attack Range: At the start of the game, Soldiers can only attack their current space. If Unlocked, they can attack either their current space or an adjacent space.
- Damage: At the start of the game, when Soldiers attack they do [damage star] equal to the number of Soldiers divided by 2, rounded DOWN. This means that a single Soldier by itself cannot do any damage, and three Soldiers together can only do 1 [damage star]. If , when attack they will do [damage star] equal to the number of divided by 2, rounded UP. Now a single will do 1 [damage star] and three together will do 2 [damage star].
Ordering Soldiers
Soldiers can be ordered to take Actions during the Action phase as follows:
- Select the space with the Soldier or Soldiers to be ordered.
- Choose an Action Upgrade token (the tokens with blank squares) and place an Action cube on the leftmost space. An Action is not available if there's already a cube in the row for that Action.
- Resolve the Action for all Soldiers in that space.
During the Upkeep phase, move all Action cubes one space to the right, removing them from the Action Upgrade token when they leave the last space. Once a cube has left the token it is available again to use.
Note! The Archeologist and the Rebel Leader Special Victims are NOT considered Soldiers and cannot be ordered to take Actions!
Example: Mike wants to order a group of three Soldiers to attack the Killer. Their Attack Range ability is still locked, however, so he'll have to move them one space into the Upper River. While one of his Attack actions is unavailable (he used it on a previous turn) and he hasn't unlocked his second Move action, he fortunately has one Move and one Attack action free. He places an Action cube onto the free Move action and moves the Soldiers one space. Then, he places a second Action cube onto the free Attack action. Because he unlocked the Damage ability, the Soldiers do [2 damage stars] to the Killer. Then, because Mike hasn't unlocked the Friendly Fire ability, he has to roll three dice, one for each Soldier. Fortunately he rolls a 3, 5, and 6; the Soldiers do not inadvertently shoot one another (this time).
The Huey
The space with the Huey token is considered a [green-circle icon] space. When you are in the same space as the Huey, you can save any number of Victims there. Then, remove the Huey token from the board, revealing the Clearing, which is not a [green-circle icon] space. Unless a game effect returns the Huey token to the board, you will not be able to use it to save Victims again.
The River
There are four River spaces on the board: the Waterfall, the Upper River, the Central River, and the Lower River. When moving downriver (following the arrows), you can move to any space on the River with a movement of 1 space. For example, if you're at the Waterfall and resolve a Walk Action card with a single success, you could move all the way to the Lower River if you wished. When moving from one River space to a non-adjacent River space, you are considered to be passing through all spaces in between and must resolve any effects on those spaces.
The sheet shows a picture: "You can move from the Waterfall to the Upper River (with the arrow), but not in the other direction (against the arrow)."
River movement also applies to Soldiers but not to Enemies. In other words, when ordering Soldiers to move on the river, they may move across multiple River spaces for 1 space of movement. Enemies, however, can only move downriver to an adjacent River space.
No one (you, Victims, or Enemies) can move upriver against the direction of the arrows. However, the space upriver is still considered adjacent.
Pesadilla Verde: Card Notes
- Event card Piranhas!: "Roll a die and place the Piranhas! token in: 1-2: Lower River, 3-4: Central River, 5-6: Upper River. Everyone in the space loses [icon]. Whenever anyone enters that space, they lose [icon]."
- Item card Bowie Knife: "If you have a Bowie Knife in each hand, you may use both when attacking."
- Terror card Cursed Sacrifice: "If there are no Victims on the board, discard and draw the next Terror card. Otherwise: Move all Victims 1 space closer to the Cursed Temple. Kill all Victims at the Cursed Temple. If no Victims died, kill the 2 closest Victims to the Cursed Temple."
- Action card Train: the card's rows read "Unlock an Upgrade" (green row), "Unlock an Upgrade" with a cost of 3 [icon] (blue row), "Lock an Upgrade" (red row), and, after "OR", a row of [die icon] ▸ 3 [icon] ▸ [icon]. The sheet prints the cost and result icons without names.