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Final Girl: The Marrek Murders

Expansion for Final Girl

Final Girl: The Marrek Murders Rulebook

Table of Contents

Table of Contents

  • Marrek Warehouse
    • Components
    • Special Setup
    • Special Rules
      • Locked Exits
      • Rack Spaces
      • Climb & 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)
    • Transcription Notes

Marrek Warehouse

Components

Card faces are shown in the rulebook at print size. Where a symbol on a card could not be read at that size, it is marked [icon] below.

  • 1 Location board
  • 10 Event cards
    • The Supervisor: 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.
  • 5 Setup cards (the book shows these as a grid of numbers and symbols over the warehouse layout; that grid is not reproduced here)
  • 2 Action cards: Climb and Leap (see Climb & Leap Action Cards below)
  • 8 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. Draw the next Terror card.
  • 16 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.
  • 12 Various Tokens

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 & 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

Components

Card faces are shown in the rulebook at print size. Where a symbol on a card could not be read at that size, it is marked [icon] below.

  • 3 Finale cards (the book shows the "No Escape!" Finale card; see No Escape Finale below)
  • 3 Dark Power cards
    • Overkill Traps: When a Victim is killed by a Death Trap, you and each Victim in that space take [icon].
  • 1 Epic Dark Power card
    • Endless Traps: Each time a Victim is freed from a Death Trap, resolve a new Victim [icon] on the furthest Victim. You lose if there are no Victims [icon] to resolve.
  • 2 Final Girl cards (Mandy and Cassie)
  • 16 Terror cards
    • Let's Play a Game: If there are no Victims on the board, discard and draw the next Terror card. Otherwise:

      A Victim that matches the first applicable condition below is now Trapped:

      • In the [icon] space furthest from you
      • In a [icon] space
      • In a space adjacent to a [icon] space
      • In the space furthest from you
  • 1 Killer board
  • 17 Various Tokens
  • 4 Final Girl Death Trap cards
    • Electric Cage: "The shock power will increase every few minutes until it reaches a deadly voltage." First, find the power source: 2 [icon]. Then, damage the power source: [icon]. Lastly, destroy the power source: 2 [icon].

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 (the Move icon and the Attack icon) 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.

Becoming Trapped in a Death Trap

A Death Trap will be set when you see one of the above icons (the Victim token or the Final Girl token). 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 [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 the final-space 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 (roll 1 additional die) 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.

Bottoming Terror Cards

When you see the bottoming 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 is Locked, no Victims may be saved at that Exit. At some locations (like Marrek Warehouse), you may have ways to Unlock the Exit. 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 again.

Achievements (The Tormentor)

  • Defeat the Tormentor at Marrek Warehouse.
  • Defeat the Tormentor at five different locations.
  • Defeat the Tormentor in Extreme Horror Mode.
  • Defeat the Tormentor after escaping from 3 or more Final Girl Death Traps.
  • Defeat the Tormentor after freeing 5 or more Victims from Death Traps.
  • 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.

Transcription Notes

  • Symbols shown as [icon] are on card faces or in diagrams at print size and could not be identified reliably from the book. Their text is transcribed as legible; the icons themselves are not described.
  • The Setup card layouts and the Forklift and Let's Play a Game symbols are not reproduced.
  • Only some cards of each Death Trap, Finale and Dark Power deck are printed in these pages. The Finale cards other than "No Escape!", the Final Girl Death Trap cards other than Electric Cage, and the Victim Death Trap cards other than Reverse Bear Trap and Swinging Blades are not shown and are not transcribed; the Components list gives the deck sizes as printed.
  • The printed Electric Cage and Reverse Bear Trap cards show a step-track of Escape Task icons at print size; those icons are not described here.
  • The Final Girl cards show a printed number beside each name that the book does not explain; it is not transcribed.
  • Icon names used in the rules text (Horror, Time, Damage, Exit, Rack space) are taken from the base Final Girl rulebook's icon conventions.
  • 7 Victim Death Trap cards
    • Reverse Bear Trap: "Find the key and unlock the lock behind your head before it is too late!" First, find the key: 4 [icon]. Lastly, unlock the mechanism: 4 [icon].
    • Swinging Blades: "These swinging blades will slowly lower. You'll have to hope someone saves you in time." First, time the blades: 5 Time. Then, cut the ropes: 2 Damage. Lastly, dive to safety: Move 2 spaces.