r/finalgirl

Image 1 — Turn 1 Instant Kill
Image 2 — Turn 1 Instant Kill
Image 3 — Turn 1 Instant Kill

Turn 1 Instant Kill

Had my first experience just losing for no reason. I pulled a die roll terror card and took 5 damage with no reaction cards. Who takes a guard card on turn 1?! New strategy maybe?🤔

Edit: Misplay in my end. I thought the victims had to be in my space, but it could’ve been any on board. Thanks for clarification everyone! For what it’s worth, I still lost the next game.

u/Guilty-Section-5046 — 20 hours ago

A (very) quick tutorial on how to die on your first turn!

Game Start: Draw event. 3 victims one space away.

Action Phase: Take a hit to move, no big deal. We got three victims to save.

Killer phase: Draw terror card.

???

*Profit*

srsly tho, wtf lmao. My first game with the organism. Gotta love it.

u/Grasabi — 1 day ago

What’s this mean in Creech Manor?

I understand that I take damage whenever the bloodlust would’ve gone up. What do they mean with “Discard the next terror card?”

u/SnooFloofs5461 — 20 hours ago
▲ 71 r/finalgirl+36 crossposts

Tabletop Thrill RPG playlist For RPGs and board games who require a dark atmosphere. Genres covered: sci fi, horror, dark fantasy, cyberpunk. Music styles included: dungeon synth, dark ambient, drone, noise, synthwave, spacesurf, organic dungeon. Enjoy in shuffle, always in shuffle

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u/itsachillaccount — 1 day ago

Falconwood without the Missions (The Falconwood Files)

The Falconwood Files is one of the most complicated sets available for Final Girl. However, there's a sneaky way to make it simpler. You don't have to use the Missions for the Falconwood map if you don't want to. It's a good way for new players to get the hang of Slayer, who is pretty complicated all by himself.

Here's all you have to do:

1. Remove 1x Event card from the deck - 'Helping Hands'.

2. You cannot choose to Lose Progress or Gain Progress on the Mission ... because there isn't one. You must choose a different effect.

No really, that's it.

Ignore the Special Setup rules for the Falconwood location. Ignore the 'Missions' and 'Friends' rules for the Falconwood location. Leave all the mission sheets, Friend cards and Mission cards in the game box. Leave the 'Survive the Hunt' Terror card in the box as well--make sure you haven't accidentally shuffled it in with the other Terror cards.

You'll still use the River Crossings rules and the Twenty-Sided Die.

Only three cardboard tokens should be needed: the Pizza Van, the ! Sign and the Bridge.

Now you can play a vanilla game of Final Girl at Falconwood against Slayer or any other Killer you like. You just need to defeat the Killer the normal way, without worrying about completing a Mission as well.

Notes

If you're new to The Falconwood Files, or to Final Girl in general, this is a good way to keep the rules simple for your first few games. When you're confident you know what you're doing, you can start using the Mission and Friends rules.

For experienced players, you now have the option to treat Falconwood as another rules-light location like the Storybook Woods, Camp Happy Trails or Buddyland. It makes a nice change of pace if you feel like wandering around town without the pressure of an objective.

Just keep in mind that without the Missions, this map may feel a little strange.

- Firstly, it will be easier to win because there's no requirement to complete the Mission before the Killer can be killed. The size of the map also may make it easier for you to rescue Victims while keeping away from the Killer.

- Secondly, because the map is so large and zoomed out, it may feel sparse and lifeless without a Mission to liven it up. My games here felt a bit like arthouse movies with hardly any dialogue and lots of long moody landscape shots.

I played three games here without Missions to try this out--two against Hans and one against Slayer (my first try at him). I didn't run into any rules issues, although it's possible I've missed something.

The second game was the funniest. Reiko got the pizza van as her starting event and spent the whole game zooming around rescuing people while delivering pizzas on the 4th of July. Unfortunately she made a stupid mistake (dozing off in her van when she only meant to take a breather) so her final delivery turned out to be herself, well cooked, to Hans ...

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u/ZenShrugs — 1 day ago

Inkayamba Questions

Just bet Inkanyamba, from my last post i decided to just go 1 by 1 down the features films from start to end. I was dreading Inkanyamba as i had seen so many people struggle with this one. I honestly didnt have any issue with him, think i mustve got incredibly lucky. I had managed to get all victims out of sacred grounds and never had victims in them for any of the counts/fire & brimstone issues. Never even used an Atonement card

My only issue came with the first turn, i had the Family day set up with The Uber tourist event. On the first Terror card there was a movement/kill inky card, would he walk past the two victims at the shrine to get to the Uber Tourist? Or stop & kill the victims at the Sacred shrine?

Besides that, i think i just got lucky, divine wrath never got over 4 & aluminim bat + Barbara ultimate let me merc inky pre finale.

Will try this one again after my first playthrough!!

u/SSRTapion — 1 day ago

Laurie goes hunting (1st time)

1st time playing & was very fun! Just the right amount of tension. After searching 2 locations & helping people along the way Laurie was able to sprint in for the kill wacking Hans 3 good times on turn 7. Safe to say I'm hooked and excited to see how dark powers & the finale affect gameplay as well

u/TheHalfling696 — 2 days ago

Finally got a win!

Got my game today and decided to play after reading the rules.

My 1st playthrough got really lucky with damage rolls and managed to drop him.

Thank goodness Hans doesn't move alot.

I'm excited to try more games!

u/exdii07 — 3 days ago

House rules for a harder Geppetto (Carnage at the Carnival)

Geppetto is the easiest Killer I've tried so far. A lot of his apparent difficulty comes from his Carnival of Blood map, but even at max Bloodlust he's a feeble old man if his Puppets are busy or dead. I've come up with some house rules to toughen him up. If you find him too easy, you might like to give them a try.

Ideally you should use both house rules together. Each is intended to plug a gap in Geppetto's defences.

>1. Each Puppet on the Puppets card adds 1 damage to Geppetto's Attack Value (knife symbol).

>2. When Geppetto is killed, the game does not end as long as there is at least 1 Puppet on the board.

>Remove Geppetto's meeple from the board. From now on, there is no Killer, so ignore his Killer Action and any other effects that refer to the Killer.

>Puppets no longer spawn. They are no longer bound by strings. Instead of their usual target, they will target the nearest Exit space.

>If a Puppet starts the Killer phase in an Exit space and an effect would move it toward that Exit, it escapes and you lose the game.

>When all Puppets on the board have been killed, Geppetto is truly dead and you win the game.

Theme

The idea is that Geppetto puts a portion of his power or his soul into his puppets. While they're on the board, Geppetto is weakened. But when they're destroyed, their power returns to him and he becomes stronger until he makes more puppets.

If he's killed, his evil essence lives on in his surviving puppets and tries to escape, so that it can find another unlucky individual to become the new puppetmaster. The man they call Geppetto wasn't the first, and he may not be the last. The show must go on ...

Notes

I've tested these rules in about 12 games using Charlie and Asami--about half at Camp Happy Trails and half at the Carnival of Blood.

Rule 1 makes Geppetto more dangerous at the start and end of the game. For instance, if Bloodlust is at its lowest (Attack Value 1) and there are 2 Puppets on the card, G will do 3 damage per attack. It doesn't matter if they're on the 'exhausted' or 'ready' space. As long as they're on the card, they add to G's attack value.

This means you can't simply run up to Geppetto on turn 1 and start punching him to death. Well, you can try, but he will hit back hard. Especially if you draw a Terror card with multiple Killer Action lines. Charlie got herself killed on the first turn in one test game when she tried to rush him and copped 3 x 3 damage to the face--one attack from the basic Killer Action and two more attacks from the Terror card.

And if you kill off all his Puppets, knowing they won't respawn during the Finale, he will be doing 4 or 5 damage per attack, making him more of a threat in the final showdown.

Of course, by itself this rule still leaves a weak spot. You can simply wait until all his Puppets are on the board and he's at his weakest, and then run up and punch him to death, ignoring the Puppets. That's why it's a good idea to use rule 2 as well.

Rule 2 means that if you kill Geppetto while some Puppets are left on the board, you'd better be ready to chase them down and destroy them before they escape. (Note that the phase doesn't immediately end when you kill Geppetto and remove his meeple.)

So you have decisions to make about managing the Puppets. If you kill them, G will be stronger. If you leave them alone, they'll run away once G is dead.

-----

Overall these rules seem to work and have levelled up Geppetto to be on par with other reasonably tough Killers--though not unstoppable. Most importantly, I've found my games against him much more tense and exciting.

If you feel like trying these rules out, I'd appreciate any feedback. There may still be teething problems with a few combinations of Dark Powers and Finales that I haven't tried, or something else I've overlooked. See how you go. Be aware that Endless Maddening Laughter and any Terror card with multiple Killer Action lines on it will be more dangerous if there are Puppets on the card.

One funny situation could happen if you kill Geppetto just before the Finale flips and it turns out to be his Epic Finale from the Bonus Features box. It>!would make all the Puppets explode on their way to the exit!<and hand you the win, even if they killed you, since you're dying at the same time as the Killer. You might like to rule that this counts as a loss, like dying in the self-destruct on the USS Konrad. It hasn't happened to me yet so I'm on the fence about it.

^(For rule 2, once Geppetto is killed, I like to flip the cardboard Puppet tokens over to show the hat symbols on the back. It reminds me that G's soul is possessing his Puppets and that they're trying to escape. Obviously you can't do this if you use the miniatures, though.)

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u/ZenShrugs — 3 days ago

Don’t Make A Sound Painted Minis

I really enjoyed painting this set, especially the sand worms. I wish I could’ve use real rocks for the basing, though. Either way, they make for really good sinkhole tokens.

The bulldozer was painted by a friend. They wanted to try their hand painting minis

u/Guilty-Section-5046 — 3 days ago

After Play Thoughts - Carnage at the Carnival/Carnival of Blood (from a First Time Player!)

First time FG Player here! I kept seeing it in the game store which my friends and I sometimes go to and I was looking for a nice solo game because I was looking for a nice way to pass time (that, and I am really into Solo RPGs) and the girls on the cover looked so badass (admittedly, this was the ultimate factor for me 😭😭 Asami is really pretty 😔💓 and Charlie looks so cool 🥺) that I decided to put in an order for the core box and the feature film featuring Charlie and Asami :)

This is really ironic because I hate horror films and I cannot stand watching it alone because it gives me the creeps but I can handle trying to survive as a Final Girl? I don't know how it works but I had a lot of fun!

I know a lot of people would recommend starting with Camp Happy Trails which I do agree with! FG is a little overwhelming if you don’t know how to pace yourself and call the shots to make the move (or some time, reading and getting used to the phases and icons is a lot). But unfortunately CHT was sold out and it was between Geppetto or Inkanyamba. I like circus themed stuff, so Geppetto was a easy pick.

For the actual play: I won by sheer luck. I retaliated and rolled a double success--and upon flipping his token, no hearts--god, the relief of seeing no hearts behind that token made me so happy I almost started jumping around my room.

Although, I feel like I've done a lot of things wrong, like maintaining the puppet's and Geppetto's movements via the Terror Cards (since Gep does not move at all as his base killer condition) and trying to find ways to make it harder for me since the puppet's movements were limited and had to end 2 space where Geppetto is. And puppets don't attack unless the Terror cards say so but even with the movement, my FG meeple was too far for them 😭

But that didn't matter once I opened the finale card, which basically removed the movement limitation lol. It made the game more entertaining but I feel like I totally forgot that they ignore the first round of damage dealt (from Dark Power)

I also drew a minor dark power but I didn't know whether that applied for every turn or just for the turn/phase I drew it on but to make it fair? or more difficult for me, I applied it every action phase since it didn't say which phase it applies to.

Thoughts: I had fun! I'm sure I played a lot of the instructions wrong especially with puppet spawning, resolving some Terror cards and puppet movement. I think I'm going to do more reading and then a few more rounds playing as Charlie because I find her ult benefit more useful as someone who cannot decide what cards to buy and has terrible dice luck. A girl can use more time, for sure 😭

I really want to get a copy of CHT to get a feel for the vanilla version of FG, hopefully they restock it here! I'm looking forward to owning more Final Girls FFs.

I'm thinking about trying to get my hands on Hell to Pay (again, really pretty girls on the cover...I have a weakness for really pretty girls, unfortunately. That, and the other girl on the cover reminds me of Erika Ishii! I love Erika so much.) and Madness in the Dark. If you guys have a reccomendation for a follow up Final Girl after Carnage at the Carnival, I would love to know!

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u/magicalseifuku — 4 days ago

Question on lore/gruesome deaths

Are there pdf versions of lore and gruesome deaths? Or they limited only from the app?

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u/exdii07 — 3 days ago

Strategy Tips

So I finally had the chance to get Final Girl, very fun but very difficult. I'm used to rough solo games, but I can't help but wonder if there's any tips for doing better? I just got the core set and the Shriek Special Feature Box, and can't afford more films at the moment. I didn't do research so don't know if this one is extra difficult. I keep losing miserably, any tips for a first time player?

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u/Odd-Flounder1037 — 4 days ago

Won our 1st game?

My wife and I just got the standard starter set (camp happy trails). We ended up beating Hans on our 1st playthrough. Is this normal? I thought i had seen it may take a while to win.

Side note: we did get the bow (using Laurie) and it was probably the reason it went well for us.

I'd love to hear your opinions.

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u/Tanazirs_complex — 4 days ago

A bit of choice paralysis, how do you play?

I have become really engrossed with the game & was able to buy someone's collection for an extremely good price. Which was all good and well until i started looking into the Box of props, guest star, bonus features.

With all the signature action cards/ultimate dice/bonus special items/bonus final girls. At the end of the day how do you play? Does anyone actually put in these action cards? What are the signature action cards for? What does the ultimate dice do for the game?

Dont get me wrong, i will keep playing each box as they come, i may even tackle some of the scenarios in the bonus feature which i think was a good touch, but i cant help but feeling i am only using a small percentage of what i actually now have?

Just wanted input!

Bonus points for how amazingly all the boxes fit on the shelf space i made for it!

Also wth is the vignettes?

u/SSRTapion — 5 days ago

A walkthrough of my first solo win!

Just bought the game a few days ago and have been playing non stop! I absolutely am in love with this game and will definitely be buying more sets soon.
(Please recommend some!)
I even got some friends to join me in some playthroughs, which was incredibly fun :)

I think I’ve played about seven times, not including the most recent campaign, and I only won once with a friend as Laurie. I haven’t opened her envelope, though, as I wanted to save that for when I won solo.

And so, I sat down, and this time, I was determined to win.
Solo.
(with Reiko though, lol!)
Aaaaand… I took notes!

So, here you go! A picture before the first round, and after the nineteenth, as well as my walkthrough notes for the entire game.

Please have fun reading through all this, and let me know if I messed up anywhere as well! Very proud of the victim dead/saved ratio, as well as utilizing boyfriend properly and surviving a fight to the death ^^ (thank god for the force stop after a life token flip btw, and for extra dice when you/the killer are down to your final life. w/o those, I woulda been gone!)

Camp Happy Trails as Reiko

Initial set up: Treasure hunt
Initial event: Boyfriend
Cabins: Energy drink
Dock: First aid kit
Utility shed: Trashcan lid

Round one:

1. Action Phase
Focus— One success, one partial
Horror lowers one, Time lowers one

Focus— One partial, one loss
Minus two time

Walk— one success, one partial
Move one space to the right, minus one time

Pitch weak attack and short rest for one time each

2. Planning phase
Buy sprint and search

3. Killer phase
Base attack— Targets and attacks no one in his space

Terror card— “He kept swinging his hammer and killing and killing”

Moves one space down and attacks no one
Moves one space up, attacks one victim out of two at the docks

Bloodlust increases by one

4. Panic Phase
One victim in the killer’s area panics one space to the right, into the lake

5. Upkeep phase
N/a

Round two:

1 . Action phase

Sprint— One success, one partial
Move two spaces left and up, carrying boyfriend, lose one time

Walk— One success, one partial
Move one space down, into the cabins, carrying boyfriend, lose one time

Search— Two successes
Choice between energy drink or pepper spray, choose energy drink and put pepper spray on top of deck

2 . Planning phase
Buy search and sprint, recollect focus x2, walk, weak attack, short rest

3 . Killer phase
Base Attack— Targets and kills no one in his area.
Terror card— “Run for your life!”
All victims not in my space panic:
Victim to the right of the utility shed moves down one to cliff. Both victims in the utility shed move down one. Victim in lake moves to cliff. Victim in makeout point moves to cliff. Victim in the fire pit moves up one.
Killer targets nearest person and attacks no one. Targets nearest victim and moves one space to the left.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round three:

1 . Action phase
Focus— One partial, one loss
Pitch weak attack and short rest to make partial a success
Lower horror one, lower time one

Focus— One success, one partial
Lower horror one, lower time one

Walk— One success, two partials
Move one space up, carrying two victims and leaving boyfriend at cabins. Lose one time.

Use energy drink to move one space towards north exit.

Save two victims, redeem both move one space rewards

Move to cabin

Search— One success, two partials
Take the pepper spray and equip it, lose one time

Sprint— One success, one partial, one loss
Move two spaces to the right, into the north safe space, with boyfriend, lose one time

2 . Planning phase
Buy a sprint, recover a walk

3 . Killer phase
Base attack— Targets and kills no one in his area
Terror card— “Let’s go see if the rumors are true!”
Two new victims spawn in the killer’s origin position
Horror raises by one
Event card— Secret tunnel
Place two tunnel tokens at utility shed and docks

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round four:

1 . Action phase
Sprint— Two partials
Lose a heart and lose two time

Walk— Double success
Move two spaces to the right, leaving boyfriend in the north safe space. Lose one time

2 . Planning phase
Buy one sprint, one close call, recover one walk, focus x2, short rest, weak attack

3 . Killer phase
Base attack— Targets and kills no one in his area.
Terror card— “Hans wants me. He always wanted me.”
Targets final girl, moves twice into a space with two victims and attacks.
Kills one victim.
Bloodlust and horror increase by one.

4 . Panic phase
Victim in killer’s space panics one space south, into the south eastern safe space.
5 . Upkeep phase
N/a

Round five:

1 . Action phase
Focus— Double loss
Lose two time.

Focus— One success, one loss
Lower horror by one, lose one time.

Walk— One success, one loss
Walk one space to the left, carrying two victims. Lose one time

Sprint— Double success
Move one space to the left, saving two victims, and then to the right once, and then down to the cliff. Redeem two victim tokens for a heart and a planning action card.
Lose one time.

Pitch weak attack, short rest, and planning for one time each.

2 . Planning phase
Buy a sprint and a search, recover a walk

3 . Killer phase
Base attack— Targets and kills no one in his area.
Terror card— “You can’t save us.. No one can!”
All victims in my space panic twice.
Victim one: Panics one spot right into the lake, and stays there.
Victim two: Panics one spot right into the lake, and stays there.
Victim three: Panics one spot right into the lake, and then one space to the left into the dock.
Killer targets nearest person and attacks. Kills no one.
Killer targets nearest victim and moves one space down, into the south eastern safe space.
4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round six:

1 . Action phase
Sprint— One success, one partial
Move one space to the right, collecting two victims, and then one space to the docks. Lose one time

Search— Two partials
Use close call to re-roll both dice. Minus two time.
Re-roll— Two losses
Raise the horror by one, lose two time.

Walk— One success, one partial
Move one space to the right, into the south eastern safe space. Lose one time.

Save victim in the space, use the token to redeem two time.
Flip final girl card for ultimate unlock.

2 . Planning phase
Recover walk, focus x2, short rest, weak attack

3 . Killer phase
The pepper spray is used to stop this turn.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round seven:

1 . Action phase
Focus— One success, one loss
Lower horror by one, lose one time

Focus— One success, one partial
Lower horror by one, lose one time

Walk— Two partials and a loss
Pitch weak attack and short rest to make one partial a success
Move one space up into the docks, lose one time.

2 . Planning phase
Buy sprint and close call, recover walk

3 . Killer phase
Base attack— Targets nearest person and kills no one in his area.
Terror card— “Hans wants me. He always wanted me.”
Killer targets final girl, moves one space into the dock, and attacks.
Killer does two damage to final girl.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round eight:

1 . Action phase
Walk— Three successes
Move one space down, into the south eastern safe space, carrying two victims. Save those victims for two time each, and then move back into the docks.
Lose one time.
Sprint— Two successes
Move once by using tunnel from dock to utility shed, carrying one victim. Move one space down, and one space to the left, carrying victim. Lose one time.

2 . Planning phase
Buy search x2, sprint. Recover walk, focus x2, short rest, and weak attack

3 . Killer phase
Base attack— Targets and kills no one in his area.
Terror card— “What’s that noise? Let’s go and see!”
All victims move one space closer to killer.
Boyfriend moves from north safe space to one space to the right. Victim one moves from space next to north safe space and down one. Victim two moves from spot above fire pit and to the right once.
Killer targets nearest person and attacks. No one is in his space.
Killer targets nearest victim and walks one space to the right.

4 . Panic phase
N/a

5 . Upkeep phase
N/a

Round nine:

1 . Action phase
Focus— Two successes, one loss
Lower horror by one, gain two time

Sprint— Three losses
Use close call to re-roll dice. Minus two time
Re-roll— One success, one partial, one loss
Move one space to the right, then one north into the utility shed carrying a victim. Minus one time

Search— Two partials and a loss
Pitch weak attack and short rest to make a partial a success.
Take the trashcan lid and equip it. Minus one time.

Search— One success, one partial, one loss
Take the old revolver and equip it. Minus one time.

Walk— Two successes, one partial
Use the tunnel in the utility shed to move to the dock, and then move to the right once, carrying a victim and entering the south eastern safe space. Minus one time.

Save victim for one time reward.

Pitch focus card for one time.

2 . Planning phase
Buy retaliate and recover walk.

3 . Killer phase
Base attack— Targets and kills one victim in his area.
Blood lust goes up by one.

Terror card— “He just keeps coming!”
Horror is increased by one.
Targets nearest person, moves one space to the right, attacks final girl in the south eastern safe space.

Play retaliate— One success, one partial, one loss
Attack is reduced by two (equaling zero), and one retaliatory damage is done to killer.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round ten:

1 . Action phase
Walk— One success, two losses
Move one space up, to the dock. Minus one time.

2 . Planning phase
Buy a guard, a search, and a close call. Recover focus x2, walk, short rest, weak attack
3 . Killer phase
Base attack— Targets and kills no one in his area.
Terror card— “That girl, what’s-her-name… She can help us!”
Place two new victims in the space final girl started the game.
Raise horror by one.
Event card— “Dark waters” token is placed at the lake.
4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round eleven:

1 . Action phase
Focus— One success, one loss
Lower horror by one. Lose one time

Search— One success, two losses
Take first aid kit, lose one time.

Weak attack— Two partials, one loss
Use close call to re-roll loss die
Re-reroll— Two partials, one success
Pitch short rest and focus to make one partial a success
Do one damage to killer (weak attack doesn’t land bc we aren’t in the same space, but the old revolver does one damage and modifies the weak attack card)

Walk— Two successes, one partial
Move two spaces to the right, lose one time.

2 . Planning phase
Buy sprint and close call, recover walk

3 . Killer phase
Base attack— targets and kills no one in his area.
Terror card— “He just came out of nowhere!”
Place killer with the furthest possible victim, two spaces to the right. Raise horror by one. No more terror cards to draw.

4 . Panic phase
N/a
5 . Upkeep phase
Finale and dark power are revealed.
Finale— Bloodbath
Dark power— Feed

Round twelve:

1 . Action phase
Walk— One partial, one loss
Use close call to re-roll all dice. Minus two time.
Re-roll— two successes
Move one space to the left, and then one down, carrying two victims into the south western safe space. Minus one time.

Save two victims for two time each.

Use reiko’s ultimate to move one space north of the south western safe space, into killer’s space.

Sprint— One success, one loss
Move two spaces to the right. Minus one time.

2 . Planning phase
Buy guard and search. Recover walk, focus x2, weak attack, short rest
3 . Killer phase
Finale attack: Target’s closest person, moves two spaces to the right, attacks final girl twice.

Play Guard— One partial, one loss
Pitch short rest and weak attack to make partial a success
Reduce damage by two (equaling zero).

Play Guard— One success, one partial
Reduce damage by two (equaling zero).

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round thirteen:

1 . Action phase
Focus— Two partials
Lose two time

Focus— One success, one loss
Lower horror by one, lose one time.

Walk— One success, one partial, one loss
Move one space up, to the dock. Lose one time

Search— One success, one partial, one loss
Take aluminum bat, and put it in backpack.

2 . Planning phase
Buy search, recover walk.

3 . Killer phase
Finale attack: targets nearest person, moves one space up to the dock, attacks final girl twice
Trash can lid takes two damage, negating first attack.
Trash can lid takes one final damage, lowering second attack’s damage to one. Final girl takes one damage and the trashcan lid is gone.

4 . Panic phase
N/a

5 . Upkeep phase
Move the old revolver into backpack and equip the aluminum bat.

Round fourteen:

1 . Action phase
Search— One success, one partial, one loss
Take lucky dice. Lose one time.

Walk— Two losses, one partial
Use lucky dice to re-roll all dice
Re-roll— One success, two losses
Use tunnel at docks to move to utility shed. Lose one time.

2 . Planning phase
Buy a search and a sprint. Recover walk, focus x2, weak attack, short rest.

3 . Killer phase
Finale attack: Targets nearest person and moves two spaces to the right. There is no one to attack.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round fifteen:

1 . Action phase
Search— One success, two partials
Take mysterious pills and lose one time.

Walk— Two successes, one partial
Walk one space down, and then one space to the left. Lose one time.

Pitch focus, weak attack, and short rest for one time each.

2 . Planning phase
Buy Guard, close call, and furious strike. Recover walk.

3 . Killer phase
Finale attack: Targets nearest person, moves two spaces north, attacks boyfriend while in space with final girl, and then final girl.

Boyfriend dies. Hans gains a heart.

Bloodlust and horror increase by one.

Use guard—One partial, one loss
Use close call to re-roll both dice. Minus two time.
Re-roll—One partial, one loss
Reduce the damage by one (equaling two).

Final girl takes two damage.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round sixteen:

1 . Action phase
Focus— One success, one partial
Lower horror by one, lose one time.

Use mysterious pills to gain back two hearts.

Furious strike— One success, two losses
One damage to killer, lower horror by one, action phase ends immediately.

2 . Planning phase
Buy guard x2, retaliate, and close call. Recover walk, focus, short rest, weak attack.

3 . Killer phase
Finale attack: Target’s final girl and attacks her twice.

Play retaliate— One success, two losses
Reduce the attack by two (equaling one) and do two retaliatory damage to killer (one for the card, one for the bat). Final girl takes one damage.

Play guard— One success, two losses
Reduce the attack by two (equaling one). Final girl takes one damage.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round seventeen:

1 . Action phase
Short rest— One success, one partial, one loss
Use close call to re-roll loss die.
Re-roll— Two successes, one partial
Recover two hearts.

Weak attack— One success, one partial, one loss
Pitch focus and walk to make partial into success
Do two damage to killer (one from card, one from bat)

Pitch walk for one time.

2 . Planning phase
Buy critical blow and close call. Recover focus.

3 . Killer phase
Finale attack: Targets final girl and attacks her twice.

Use guard— One success, two partials
Reduce damage by two (equaling one). Final girl gets one damage.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round eighteen:

1 . Action phase
Critical blow— Two successes, one loss
Do four damage to killer (three from card, one from bat).
Lower horror by one, but it cannot go lower. Gain a time.

Focus— Two partials, one loss
Use close call to reroll all dice. Minus two time.
Re-roll— Two successes, one partial
Lower horror by one, but it cannot go lower. Gain three time.

Pitch sprint for one time.

2 . Planning phase
Buy retaliate and furious strike. Recover walk x2, focus, weak attack, short rest.

3 . Killer phase
Finale attack: Targets final girl and attacks twice.

Play retaliate— Two partials, one loss
Pitch two walk to make one partial a success
Reduce attack by two (equaling one) and do two retaliatory damage to killer.
Final girl takes one damage.

Killer takes two damage and flips his life token.
Killer gains three hearts.

Remaining attacks are lost, as the round ends immediately.

4 . Panic phase
N/a
5 . Upkeep phase
N/a

Round nineteen:

1 . Action phase

Short rest— One success, one partial, two losses
Recover one heart, lose one time.

Weak attack— One success, one partial, one loss
Do two damage (one card, one bat) and lose one health.

Furious strike— One success, two partials, two losses
Do two damage (one bat, one card), lower the horror by one but it can’t go any further. Gain one time.

Two damage kills Hans!! (yay :3)

If you read this far, thank you for doing so! Hopefully it was like a little movie. It increased my playthrough by at least an hour to write everything down lol totally worth it.

u/Dangerous_Lawyer_677 — 4 days ago

Looking for dice tower recommendations!

Hi all! I've had the Gamegenic Crystal Twister dice tower for a few years. And it's really served my needs well for most games.

But as all of us would-be Final Girls know, the dice in this game are big ol' boys, and they're a poor match for the Gamegenic Crystal tower. I love the tactile feel of those giant dice, but they get stuck in that tower all the time, and often lose the momentum to roll free at the end, etc.

Those of you who use a dice tower with Final Girl frequently, any recommendations? (I don't have good access to a 3d printer, unfortunately.) If it's expensive but it is also of high quality, I'm OK with that; I just don't want to buy one blind from Miniature Market or online and find it has the same issue with dice not rolling freely that the Gamegenic tower has.

Thanks in advance for any ideas!

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u/grifter33 — 4 days ago

Final Girl: Bad Times at Buddyland - Best Combos

I received the Bad Times at Buddyland starter set for my birthday and I absolutely love it.
I want to buy more Feature Films and I know that you can mix and match them so I would like to ask, which expansions would be the best for me to buy next?
I was looking at A Demon in the Shadows, but I am not sure if I should stay with series 4 or try an expansion from a different series. I do prefer games that are a bit more complicated and not too simple.

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u/luckiestofcharms — 5 days ago

What will be the Play and Take Feature Film be for GenCon 2026?

The title pretty much says it all. Van Ryder has a bunch of Play and Take $34 ticketed events that say "At the end of this event you will receive a copy of the newest release Feature Film." Which Film is this? I have pretty much everything so I don't want to spend $34 only to show up and find it is a copy of a film I already own.

Anyone know? Thanks!

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u/SnooCats5701 — 5 days ago