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Final Girl: Into the Void

Expansion for Final Girl

Final Girl: Into the Void Rulebook

Table of Contents

Table of Contents

  • USS Konrad Components
    • Card notes
  • USS Konrad Special Setup
  • USS Konrad Special Rules
    • Keycards
    • Maintenance Shafts
    • Maintenance Cards
    • Super Loader
  • USS Konrad Achievements
  • Evomorph Components
  • Evomorph Special Setup
  • Evomorph Special Rules
    • Evolution
    • Vanishing and Ambush Cards
    • Scanning
  • Evomorph Card Notes
  • Evomorph Achievements

USS Konrad Components

  • 1 Location board
  • 10 Event cards
  • 5 Setup cards
  • 3 Maintenance cards
  • 20 Item cards
  • 8 Terror cards
  • 11 Various Tokens

Card notes

Event: "Cramped Escape Pods"

"No way I'm sharing a pod with Karen!"

If there is more than 1 Victim in an Escape Pod space, you cannot save Victims in that space.

Terror: "Catastrophic Hull Breach"

The farthest space from you has a hull breach. Place the Skull token there. Anyone (Victims, Enemies, and you) that is in or enters that space is instantly killed. If the Killer dies this way, reveal their Final Health token. If they come back to life, place them at the Junction.

Item: Keycard

"Access granted."

Place a [keycard token] on this card when you take it. During the Action phase, you may place a [keycard token] on the Maintenance card (if your current space has a [gear icon]) or on an adjacent Maintenance Shaft.

Item: Super Loader

"Let's dance, bitch!"

When you have the Super Loader equipped:

  • Victims will not follow you.
  • Reduce all movement by 1, to minimum of 1.
  • Reduce all damage taken by 1, to minimum of 1.
  • You cannot play Short/Long Rest or Search.

Item: Super Loader Key

"I'm rated at a Class-3 for this puppy."

If you are in the same space as the Super Loader, you may take and equip the Super Loader Item card.

Maintenance: Self Destruct

Activated at the Bridge.

Once activated, place the [radiation token] at the start of the Countdown track. During the Upkeep phase, move the [radiation token] one space to the right.

When the [radiation token] reaches the final explosion space, the ship self destructs, killing everything. If you are not at a [icon] space, you lose the game.

USS Konrad Special Setup

  • You will start with two [keycard token] tokens on the board. Each Setup card will indicate where to place them.
  • Place one Keycard Item card in your inventory and place a [keycard token] on it. Place two Keycard Item cards next to your play area, along with the remaining [keycard token] tokens. Shuffle the remaining three Keycard Item cards with the rest of the Item cards and build the Item decks as normal.
  • Place the Super Loader Item card next to your play area and place the [brown token] in the Hangar.
  • Place the three Maintenance cards next to your Player board, faceup.

USS Konrad Special Rules

Keycards

Keycards are useful items that can unlock new pathways or activate important ship functions.

  • If you start or end your movement in a space (not while passing through) that has a [keycard token], you may spend [hourglass icon] to take the [keycard token] token. Take one of the Keycard Item cards that were set aside during setup and place it in your inventory, placing the [keycard token] on it.
  • Whenever you take a Keycard Item card, either through searching or an event, always place a [keycard token] token on top of it.
  • Whenever you use a Keycard, by placing a [keycard token] token on the board or on a Maintenance card (explained below), always keep the empty Keycard Item card in your inventory. You cannot discard an empty Keycard Item card, and if the game instructs you to discard an Item card (either randomly or by choice), ignore them for that purpose.
  • Once placed, either on the board or on a Maintenance card, you cannot retrieve any [keycard token] tokens unless a game effect instructs you to.
  • It does not cost time to use a Keycard and place a [keycard token] token.

Maintenance Shafts

There are four Maintenance Shafts on the board, each with an empty Keycard token connected to it. Neither you nor Victims can pass through these shafts as long as they are inactive. If you are adjacent to an inactive Maintenance Shaft, you can place an available [keycard token] token on it to activate it, which will allow you to freely travel through it along with any Victims that are following you.

IMPORTANT: Enemies can not move through Maintenance Shafts unless a specific card or effect allows them to.

Maintenance Cards

There are four spaces on the ship highlighted in purple and denoted by a [gear icon]: the Trash Compactor, the Furnace, the Hangar, and the Bridge. A special function can be activated in each of these rooms, indicated on the three Maintenance cards: the Crusher, the Incinerator, the Airlock, and the Self Destruct respectively.

  • In order to activate a function, you must be in the [gear icon] space (you cannot be passing through) that corresponds to the function that you want to activate (for example, to activate the Incinerator you would need to be at the Furnace). Place enough [keycard token] tokens on it to activate it (each function requires a different number of Keycards) and then follow the instructions for that function.
  • Both the Airlock and the Self Destruct may allow you to kill yourself along with the Killer. If that happens, you lose the game, even if the Killer dies along with you (no victory for self-inflicted destruction).
  • If any game effects instruct you to remove [keycard token] tokens from the Maintenance cards AFTER you've already activated a function, those functions are immediately canceled. Remove any additional tokens associated with them.

Example: Ellen had four Keycards and was at the Bridge, so she placed the [keycard token] tokens on the Maintenance card, activating the Self Destruct! Following the instructions, she then placed the [radiation token] on the card. She now has this turn and the next to get to an Escape Pod before the ship explodes!

Super Loader

Even though the Super Loader starts on the board in the Hangar, you can only use it if you find the Super Loader Key Item card. If you ever unequip the Super Loader or lose the Key, leave the [grey Key token] token in your current space and return the Super Loader Item card to its starting place beside the board (in other words, you can't put the Super Loader in your Backpack).

USS Konrad Achievements

  • Win a game on the U.S.S. Konrad.
  • Win a game using the Self Destruct.
  • Activate the Airlock with the Killer in the Hangar.
  • Have the Crusher deal the final damage to the Killer.
  • Have the Incinerator deal the final damage to the Killer.
  • Save the Orphan Girl and Jonas the Cat.
  • Win a game with no Victim killed by the Crusher, Incinerator, or Airlock.
  • Defeat the Killer with the Super Loader equipped.
  • Use the Flamethrower to deliver the killing blow to the Killer, while also dealing damage to yourself at the same time.
  • Win a game where at least half the Victims were saved.

Evomorph Components

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 16 Terror cards
  • 1 Evolution card
  • 10 Ambush cards
  • 3 Action cards
  • 2 Final Girl cards (Jenette and Ellen)
  • 1 Killer board
  • 6 Tokens
  • 1 Evolution Marker

The Killer board's stat table, the Finale card text and the Final Girl card abilities are printed as graphics on the cards and are not reproduced here.

Evomorph Special Setup

  • Place the Evolution card next to the Killer board. Place the Evolution marker next to the Hatchling stage on the card. This is the form that the Evomorph begins as.
  • Shuffle the Evomorph's and the chosen Location's Terror cards together as normal, but only include 8 cards in the Terror deck (rather than 10).
  • Shuffle the Ambush cards and place them facedown next to the Terror deck with the Youngling side (light green) readable (the Adult side will be upside down).
  • The Evomorph starts with only 4 health, but this may increase to 10 later.

Evomorph Special Rules

Evolution

The Evomorph has three stages. It starts out as a Hatchling but may evolve into a Youngling and then finally into an Adult. The keyword EVOLVE is located in the special effects column of the Evomorph's Bloodlust track. When [Bloodlust icon] increases and you reach an EVOLVE, move the Evolution marker to the next stage on the Evolution card and follow any setup or special rules that you find there.

  • Hatchling: As a Hatchling, the Evomorph is very slow but incredibly deadly - attack it at your own peril! [Bloodlust icon] will ONLY increase if the Hatchling kills a Victim itself. Any other [Bloodlust icon] increases, either from Terror cards, Event cards, or Victims dying in other ways, are ignored. Instead, [hourglass icon] for each [Bloodlust icon] that occurs.
  • Youngling: When the Hatchling evolves into a Youngling, it immediately Vanishes [vanish icon] (this is discussed in the next section). Additionally, [Bloodlust icon] may now increase as normal.
  • Adult: When the Youngling evolves into an Adult, the Evomorph's maximum health goes from 4 to 10 and it immediately recovers all [heart icon]. Then, reveal the Evomorph's Dark Power card and rotate the Ambush deck so that the Adult side (dark green) is readable (the Youngling side will now be upside down).

Printed as "Evomoph" in the Hatchling rule; corrected here to "Evomorph".

Vanishing and Ambush Cards

Whenever you see this icon [vanish icon], the Evomorph immediately disappears into the shadows and vanishes, ending the Killer phase. Remove the Killer meeple from the board and place it on top of the Terror deck.

While the Evomorph has vanished you will ignore all steps of the Killer phase (both the Killer Action on the Finale card and drawing a Terror card). Instead, you will draw an Ambush card and follow the side of the card that corresponds to the Evomorph's current stage (either light green for Youngling or dark green for Adult). Each Ambush card has a red Danger number found in the upper right corner (from 1 - 10). There is a number for the Youngling side of the card and a different number for the Adult side. The higher the number, the more dangerous the effect is.

If the Ambush deck ever runs out, shuffle the discard pile and build a new deck.

Scanning

When playing against the Evomorph you will have access to the new Scan Action cards.

  • These cards may ONLY be played while the Evomorph has vanished.
  • When resolving Scan, you may be instructed to place a [scan token] token in your space. This indicates that you have scanned the area and you know that the Evomorph isn't hiding in your space. Certain Ambush cards will have the Evomorph appearing out of nowhere, often in your space, and immediately attacking. Scanning is a way to protect yourself from being ambushed.
  • A space can only have one [scan token] token in it, but multiple spaces can have [scan token] tokens at the same time. If instructed to place a [scan token] token in a space where one is already present, ignore it. In the rare instance where you are instructed to place a [scan token] token and there are none remaining, remove the farthest [scan token] token from you and use it.
  • Scan cards have an additional success line for when you get 3 or more successes on a Horror roll. This will allow you to ambush the Evomorph (instead of the other way around).

Evomorph Card Notes

Dark Power: "Razor Claws"

When revealed, place the Evomorph in the closest space to you without a [scan token] and remove all [scan token] tokens. Whenever the Evomorph damages you, randomly discard 1 Action card.

Epic Dark Power: "Razor Tail"

When revealed, place the Evomorph in the space with the most Victims without a [scan token] and kill every Victim there. Then, remove all [scan token] tokens. Whenever the Evomorph attacks at least once, attack an additional time in each adjacent space.

Terror: "It came out of the shadows!"

If the Evomorph is a Hatchling, discard and draw the next Terror card. Otherwise: [icons pictured on the card]

Ambush (Youngling side): "You've discovered shed skin!"

Place a [icon] in the closest space to you without a [icon].

Ambush (Adult side)

If there are no Victims on the board, discard and draw the next Ambush card. Otherwise, place the Evomorph with the Victim farthest from you without a [scan token] in their space and remove all [scan token] tokens.

Action: Scan

Can only be resolved when the Evomorph has Vanished.

  • Place the Evomorph in your space. Skip the next Killer phase. Remove this card from the game.
  • Two further rows read "Place a [icon] in your space", each followed by an icon-based result pictured on the card.

The Finale card text, the rest of the Terror card text, and the icon-based result rows of the Scan card are shown only as pictures on the cards and are not reproduced here.

Evomorph Achievements

  • Defeat the Evomorph on the U.S.S. Konrad.
  • Defeat the Evomorph at five different Locations.
  • Defeat the Evomorph in Extreme Horror Mode.
  • Defeat the Evomorph immediately after forcing it to appear due to a successful Scan action.
  • Defeat the Evomorph before it becomes an Adult.
  • Prevent the Evomorph from being placed on your space due to there being a Scan token there.
  • Witness the Evomorph Vanish at least 5 times.
  • Defeat the Evomorph without losing any health.
  • Deal damage to the Evomorph before it becomes an Adult, and again after it becomes an Adult.
  • Remove 2 Scan Action cards from the game.