Final Girl: A Knock at the Door
Final Girl: A Knock at the Door Rulebook
Table of Contents
Table of Contents
Wingard Cottage
Wingard Cottage is a perfect getaway, nestled in the woods on the edge of a pristine lake. The cottage has been in the family for generations, and although it has changed over the years, it still has the same charming quality as when it was first built. Many special events and relaxing getaways have been hosted here. Unfortunately, it has also seen its share of tragedies—horrible events that have plagued the family throughout the home's history. Best not to dwell on the past though, for surely your stay will be peaceful and carefree...
Components
- 1 Location board (Wingard Cottage)
- 5 Setup cards
- 10 Event cards
- 8 Terror cards
- 11 Various Tokens
- 10 Crafted Item cards
- 16 Item cards
- 4 Supply Item cards
Special Setup
Setup the game as normal, with the following changes when playing with Wingard Cottage:
- Place the four Supply Item cards faceup in the play area.
- Shuffle the Crafted Item cards together and deal out four faceup cards in the play area.
Special Rules
Definitions
- HOUSE: Refers to all of the following spaces: Kitchen, Bedroom x2, Bathroom, Family Room, Foyer, Laundry Room, and Garage.
- INDOORS: Refers to all spaces inside the house as well as the Shed and the Boathouse.
- OUTDOOR SPACE: Refers to all spaces that are not considered Indoors.
Supply Items
Some spaces on the board have Supply Item symbols corresponding to a specific type of Supply Item (Discarded Tools, Nails, Rope, Wood). While on one of these spaces, you may gain the corresponding Supply Item card at the cost of 1 Time (you cannot do this while moving through the space). Place it into a Backpack slot. When discarding a Supply Item card, it goes back in the play area faceup, available to be gained again.
Crafted Items
Crafting allows you to gain an available Crafted Item card by discarding the Item cards and/or Supply Item cards listed on the Crafted Item card, as well as losing the required amount of Time. When you gain a Crafted Item card, either place it into a Hand or Backpack slot. When discarding a Crafted Item card, it goes back in the play area faceup, available to be Crafted again.
When Items with limited uses are discarded to gain a Crafted Item card, those uses carry over to the Crafted Item. For example, if the Shotgun has one use left when it is discarded to craft the Sawed-off Shotgun, then the Sawed-off Shotgun will also have one use left. The same would apply if the Trashcan Lid is discarded to craft the Porcupine.
Example: Ava has a Wooden Bat and Nails. She spends 2 Time to craft the Nail Bat, taking it into her hand. Finally, she discards the Wooden Bat and returns the Nails faceup next to the other Supply Item cards.
Card Notes
Crafted Item and Item card text as printed in the rulebook's component illustrations:
- The Obliterator (Crafted Item). Crafting cost: Wood, Rope, Discarded Tools, Nails and 4 Time. "The Obliterator may not be used to modify Reaction cards and all movement is reduced by 1 (to a minimum of 1). When used, receive [icon] for each "1" in your final Horror roll result." (The icon after "receive" is not identifiable at the printed resolution; it is left as an icon here.)
- Mysterious Pills (Item). "Discard this during the Action phase and choose one of the following: [grey figure icon] OR [two hearts]." (The grey figure icon is not identifiable at the printed resolution; it is left as an icon here.)
- Event: Booby Traps. "All Victims inside the house panic. Any Victim leaving the house is killed. Discard this card."
- Terror: "That wasn't a random attack". "If there are no Victims on the board, discard and draw the next Terror card. Otherwise:" (The remaining effect is shown only as icons on the card and is not transcribed.)
Achievements
- Win a game at Wingard Cottage.
- Win a game using only Crafted Items (regular Items can still be used for crafting).
- Craft 4 Crafted Items.
- Use the Sawed-off Shotgun to deal damage to at least 3 Enemies at the same time.
- Witness an Enemy trigger the Nail Trap and the Snare on the same turn.
- Use the Blender to deal 6 damage to an Enemy.
- Witness a Victim move at least 2 spaces and be saved, while resolving the Escape Attempt event.
- Save 4 Victims with the Boat.
- Win a game without you entering the house.
- Save a Victim on each of the 3 Exits on the same turn.
The Intruders
The Intruders believe they are doing holy work... freeing souls from a pitiful existence in our world, one consumed by greed, ambition, lust, and jealousy. In their eyes, the rich, successful, and well-to-do's are the ones most suffering from this sinful way of living. They feel it is up to them to relieve these people of their worldly burdens.
Components
- 3 Finale cards
- 3 Dark Power cards
- 1 Epic Dark Power card
- 2 Final Girl cards (Ginny, 6 health; Ava, 5 health)
- 16 Terror cards
- 1 Killer board
- 2 Killer meeples (black and grey; the red Killer, Trish, is from the Core Box)
- 2 Various Tokens (the "+1 health" token and the Active Killer token)
Card text printed in the component illustrations:
- Finale: "You're gonna die". (Card effect shown as artwork; not transcribed.)
- Dark Power: "Maskaphobia". "Once per turn, when a Killer moves into your space, [icon]. You may not purchase Focus while a Killer is in your space."
- Epic Dark Power: "Won't stay down". "When a Killer dies, immediately restore 2 normal health and a random black Final Health token for that Killer. Then, remove this card from the game."
Special Setup
Setup the game as normal, with the following changes when playing with The Intruders:
- Place all three Killer meeples (red - from the Core Box, black, and grey) on the Killer start location indicated on the Setup card.
- Give each Killer their starting health including a Final Health token.
- Place the Active Killer token on Trish's (the Red Killer) circle space on the Killer board.
Special Rules
The Intruders are a group of 3 Killers, but at any given moment only ONE is active when resolving [Move icon: boot], [Attack icon: knife], or placing the Killer. The Active Killer is identified by the Active Killer token.
(The two action symbols are rendered as words from the artwork: boot = Move, knife = Attack.)
Changing the Active Killer
The Active Killer will change throughout the game, sometimes even more than once in the same round. There are 3 ways the Active Killer can change:
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When you attack one of the Killers (whether you damage it or not) or use an Item card to damage it, that Killer immediately becomes the Active Killer. Place the Active Killer token on the circle for that Killer.
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When resolving the following symbols, the Active Killer token will move accordingly. The Killer it ends up on is now the Active Killer.
- Move the Active Killer token UP to the next Killer. (Symbol: red-and-grey diamond with an up-pointing K.)
- Move the Active Killer token DOWN to the next Killer. (Symbol: grey-and-red diamond with a down-pointing K.)
If a Killer is dead, it is skipped when determining the Active Killer.
NOTE! When moving the Active Killer token, the token will wrap around from top to bottom or bottom to top. For example, if the Active Killer token is on the top-most Killer and you need to move it UP, it moves to the Killer on the bottom.
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When the Active Killer is killed, move the Active Killer token to the top-most Killer that is still alive.
Additional Rules and Clarifications
Resolving "All Killers" Effects
Some cards will have an effect that "All Killers" will resolve. When this occurs, ignore the Active Killer token and start by resolving the effect for the top-most Killer on the Killer board followed in order by each one below it. The Active Killer token does not change.
Panic
For the purposes of resolving panic, Victims in spaces with any Killer (not just the Active Killer) will panic during the Panic phase if a Victim was killed that turn.
Minor Dark Powers
Effects from these apply to ALL Killers, not just the Active Killer. When damage is applied to any Killer and a Minor Dark Power card is in play, the damage is first applied to the Minor Dark Power card.
Intruder Death and Final Health Tokens
When one of the Killers still has its black Final Health token and loses its final health, and there is still at least one other Killer on the board, the phase doesn't immediately end as it normally would. First, lay the "dead" Killer on its side. Then, change the Active Killer and finish the current phase. After the phase is done, check the "dead" Killer's black Final Health token. If the token is blank, the Killer is truly dead and should be removed from the board. If the token has health, however, replenish the Killer's health per the normal rules, replacing the black Final Health token with a white one, and stand the meeple back up. That Killer is still alive, ready to continue to terrorize you.
Although each Killer has its own Final Health token, you only get the +1 [bonus icon] bonus once regardless of how many of the Killers are down to their final health.
Active Killer Example
- During the Action phase, Ginny attacks Trish (red meeple) with the Sawed-off Shotgun doing 3 damage. Place the Active Killer token on Trish's circular space. Trish now has 1 health left.
- At the start of the subsequent Killer phase, the Killer Action is resolved and Trish attacks Ginny. Ginny uses the Retaliate Reaction card, and with 1 success inflicts 1 damage on Trish. Since this was Trish's final health, lay Trish's red meeple on its side without revealing the black Final Health token, move the Active Killer token to the top-most Killer that's still alive, which is Baghead (gray meeple), and continue the Killer phase.
- The Terror card revealed is "They're Everywhere!".
- The top Killer Action is resolved by Baghead, the Active Killer.
- The 2nd Killer Action starts by moving the Active Killer token UP to the next Killer. Since Trish is possibly killed, the marker wraps around and ends up on Zeke (black meeple), who resolves the rest of the 2nd Killer Action.
- The 3rd Killer Action again starts by moving the Active Killer token UP to the next Killer, and is moved to Baghead, who resolves the rest of the 3rd Killer Action on the Terror card.
- Once the Terror card has been resolved, the Killer phase is over and Trish's black Final Health token is revealed to be blank. Trish is dead and the red meeple is removed from the board. Had Trish's black Final Health token instead had health, then Trish's red meeple would have been stood up and that amount of health would have been replenished as per normal rules.
Achievements (The Intruders)
- Defeat the Intruders at Wingard Cottage.
- Defeat the Intruders at five different locations. (Five blank lines for recording locations.)
- Defeat the Intruders in Extreme Horror Mode.
- Defeat the Intruders by killing the 3 Killers after the Finale is revealed.
- Defeat the Intruders before the Finale is revealed.
- Witness the Intruders kill 5 or more Victims in a single turn.
- Witness all three Killers recovering health from their black Final Health token.
- Survive an attack from each Killer on the same turn.
- Survive 3 attacks from the same Killer on the same turn.
- Kill all 3 Killers on the same turn.