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Final Girl: The Killer from Tomorrow

Expansion for Final Girl

Final Girl: The Killer from Tomorrow Rulebook

Table of Contents

Table of Contents

  • Components
  • Special Setup
  • Special Rules
    • Active Killer
    • Bloodlust
    • Panic Phase
    • Defeating the Mark V
    • Countdown Tokens
    • Retrieving Cybernetic Parts
    • Repairing the Mark V
  • Allies
    • Taking Actions and Reactions
  • Achievements

Components

The Hunter requires the Final Girl Core Box and any Location from a Feature Film box (each sold separately).

  • 3 Finale cards
  • 3 Dark Power cards
  • 1 Epic Dark Power card
  • 2 Final Girl cards (Kat and Tali)
  • 16 Terror cards
  • 1 Hunter Mark X Terror card
  • 1 Mark V Ally card
  • 1 Killer board
  • 4 Action cubes
  • 1 Mark X meeple (silver Killer meeple)
  • 18 Various tokens

Finale cards. Three cards. One is named Relentless Pursuit. Its text is printed on the card.

Dark Power cards. Three cards. One is named Reinforced Endoskeleton. Its printed text reads: "The Mark V ignores all [red icon] effects. ([yellow icon] effects still apply.)" The card shows the same text in its side strip. The PDF text layer drops these icons, so they are described here by colour only.

Epic Dark Power card. One card, named M134 Minigun Armament, with the "Epic Dark Power" label. Its printed text reads: "The Mark V has an attack range of 0-1. When it attacks at range 1, Reaction cards cannot be played." Its side strip reads: "The Mark V does an additional [damage icon] when attacking and has an attack range of 0-1."

Terror cards. Sixteen cards. Each Terror card carries the printed flavour title "Move or be eliminated" and the rules text: "Kill 1 Victim in each space the Hunter passes through including its starting and ending spaces. Increase Bloodlust for each Victim killed, up to a maximum of 2 times." The Bloodlust symbol is read from the card art.

Hunter Mark X Terror card. One card, titled Hunter Mark X. Its printed text is given under Countdown Tokens.

Mark V Ally card. The back of the card is titled "MARK V ALLY". The front has four action rows, read top to bottom:

  • Row 1: two [damage icons] (the card prints no text label for this row)
  • Row 2: Move 1 Space
  • Row 3: Move 1 Space
  • Row 4: Reduce [damage icon] from attack by 1

The Mark V's Dark Power card is slid under this card (see Repairing the Mark V). Its bottom strip reads "MARK V POWER".

Final Girl cards. Two cards. Their action grids are printed on the cards. The text is:

  • Kat (4 health): Row 1 has three cells. The first has a [damage icon] (no text label), the second has a green [2] icon, the third reads "Move 1 Space". Row 2 has three cells. The first reads "Take a Guard Card", the second has two red [health] icons, the third reads "Move up to 2 Spaces".
  • Tali (6 health): Row 1 has two cells, reading "Take a Guard Card" and "Move 1 Space". Row 2 has two cells, reading "Take a Retaliate Card" and "Take any top Item Card".

Killer board. The Bloodlust track values and the Mark X health track are printed as an image on the Killer board. They are not transcribed here: use the printed board for those values.

Special Setup

  • Place the two Countdown tokens [countdown icon] on the back of the Finale card. Then, randomly choose 3 Cybernetic Part tokens [cybernetic part icon] and, without looking at them, place them face down on top of the Countdown tokens. There should be a stack of 5 tokens on the back of the Finale card.
  • Set aside the Hunter Mark X Terror card and build the Terror deck as normal. Then, take the bottom two cards of the Terror deck, shuffle them with the Hunter Mark X Terror card, and place the three cards at the bottom of the Terror deck.
  • Place the Mark V meeple (red Killer meeple from the Core box) on the Killer starting space indicated on the Setup card. Place the Mark X meeple (silver Killer meeple) next to your play area to be used later in the game when the Mark X appears.
  • Place the Mark V Ally card and 4 Action cubes next to your play area. These will only be used when the Mark V has been defeated and repaired.

Special Rules

Active Killer

The Active Killer at the start of the game is the Mark V model. Near the end of the game, the Mark X model will appear and become the Active Killer. If the rules or an effect refer to the Hunter, it applies to whichever model is the Active Killer.

Bloodlust

Since the Hunter is focused on its primary target, it derives no satisfaction from the deaths of bystanders. So, unlike other Killers, Bloodlust does not increase when a Victim is killed. Instead, Bloodlust increases when the Hunter either deals damage to you or an Ally or is damaged itself. This represents the Hunter's cybernetic brain learning from these attacks and becoming smarter after each clash.

Bloodlust can only be increased this way once per phase. For example, if you were to play a Retaliate card and both you AND the Hunter damaged each other, Bloodlust would still only go up once that phase.

Panic Phase

During the Panic phase, in addition to normal panicking rules, Victims in the Hunter's space also panic if Bloodlust increased that turn.

Defeating the Mark V

The Final Health token and Health markers on the Killer board are for the Mark X and do NOT apply to the Mark V. Instead, in order to defeat the Mark V you must destroy each of its Cybernetic Parts. It takes 2 [damage icon] to remove a single part. Damage can accumulate with multiple attacks but does not carry over to subsequent phases. For example, you can perform a Weak Attack to deal [damage icon] and then a Furious Strike to deal another [damage icon], destroying a Cybernetic Part. If you had instead ended the Action phase without performing the Furious Strike, then the single [damage icon] from the Weak Attack would have been wasted.

Multiple Cybernetic Parts can be removed with one or multiple attacks in the same phase. For example, if your combined attacks in a single phase did 5 [damage icon], then 2 Cybernetic Parts are destroyed.

When a Cybernetic Part is destroyed, remove the top Cybernetic Part token from the back of the Finale card. Then, roll a die and place the Cybernetic Part token in or adjacent to the Mark V's space according to the number rolled and the Panic numbers on the Mark V's space.

The Mark V is defeated and shuts down once all of the Cybernetic Part tokens have been removed from the Finale card. Leave the Mark V's meeple where it was on the Location board. Then, take the Mark V's Dark Power card, revealing it if it's still face down, and slide it under the Ally card so that the special ability is showing at the bottom. If the Mark V was defeated during the Action phase, you may continue your turn. Otherwise, the phase immediately ends. For all game effects, the Mark V is no longer considered a Killer or Enemy.

Countdown Tokens

When all the Cybernetic Part tokens have been removed and only Countdown tokens remain on top of the Finale card, ignore the Killer action on the back of the Finale card and do not draw a Terror card. Instead, remove a Countdown token at the beginning of the Killer phase and increase Bloodlust by 1. When the second Countdown token is removed (as well as when resolving the Hunter Mark X Terror card), draw a new Setup card and place the silver Killer meeple for the Mark X in the Killer starting space indicated on that card. The Mark X is now the Active Killer. On the following turn, resolve the Killer phase as normal.

Hunter Mark X Terror card. The card is titled "Hunter Mark X" and its printed text reads:

  • If any effect causes this card to be discarded, resolve this card's effects before discarding.
  • If the Mark V is the Active Killer, it immediately shuts down, increase Bloodlust to the top of the track. Place any remaining Cybernetic Part tokens in its space. Place its Dark Power card underneath its Ally card. Leave any Minor Dark Powers as the Mark X will inherit them.
  • If the Mark X is not on the board, discard the remaining Countdown tokens. Draw a new Setup card and place the Mark X in the Killer starting space.
  • Discard any remaining Terror cards and reveal the Finale.

Retrieving Cybernetic Parts

The Mark V can be repaired and converted into an Ally (see Ally rules at the end). To do this, its destroyed Cybernetic Parts must first be retrieved. To pick up a Cybernetic Part token, spend [hourglass icon] during the Action phase while in the token's space (you cannot do this while moving through the space). If there are multiple tokens on the space, each token requires you to spend [hourglass icon]. Keep the token facedown when taking it and place it in your Backpack.

Cybernetic Parts may be picked up even before the Mark V has been defeated.

Repairing the Mark V

Once you have one or more Cybernetic Parts in your Backpack and the Mark V has been defeated, you may begin re-installing them on the Mark V to repair it. While in a space with the Mark V, you may spend [hourglass icon] to flip 1 Cybernetic Part token in your Backpack and place that many Health markers on the Mark V Ally card. The first time a Cybernetic Part token is flipped, also place the Mark V Ally card in your play area along with the 4 Action cubes. The Mark V is now considered an Ally.

If you have additional Cybernetic Part tokens, you can make further repairs in the same manner, spending [hourglass icon] for each token. Further repairs can be made on the same or future turns to increase Mark V's health. Once an Ally, if the Mark V loses all its health it is permanently destroyed and removed from the board. Further repairs cannot be made once it loses all its health.

Allies

Allies are companions that can help you against the Killer.

  • Allies are not considered Victims. You cannot choose to have an Ally follow you.
  • Unless otherwise specified, Allies cannot carry or use Items, Victims will not follow Allies, and Allies cannot save Victims.
  • When you and an Ally (or Allies) are in the same space and one is being attacked, you can freely choose who in that space will receive the attack, you or an Ally.
  • Allies are not considered Victims for targeting. So unless specified otherwise, they are typically only targeted if the Enemy is resolving [Victim icon] as its target and an Ally is the closest. If there are also Victims in their space, the Victims are targeted first, unless the Ally was specifically targeted.

Note the following when using an Ally with other Killers or Locations:

  • Most effects that would damage you would similarly damage Allies.
  • Most effects that would affect your movement would similarly affect Ally movement.
  • There may be some exceptions to these so use the rules on Game Ambiguity if anything seems like it wouldn't make sense or is unclear.

Taking Actions and Reactions

Allies use Action cubes to take Actions (which are only allowed during the Action phase), or Reactions (which are allowed in any phase but only as a reaction to an attack—denoted in blue on the Ally card). To take an Action, place an Action cube on the leftmost space next to the Action being taken. An Action is not available if there's already a cube in the row for that Action.

During the Upkeep phase, move all Action cubes one space to the right, removing them from the card when they leave the last space. Once a cube has left the card it is available again to use.

Achievements

  • Defeat the Hunter at Sunnydaze Mall.
  • Defeat the Hunter at five different locations. (The PDF has five blank lines here for recording the locations.)
  • Defeat the Hunter in Extreme Horror Mode.
  • Use the Mark V to deliver the killing blow to the Hunter Mark X.
  • Defeat the Hunter Mark X without the Mark V being repaired.
  • Defeat the Hunter Mark X without the Mark V taking any damage after it has been repaired.
  • Destroy at least 3 Cybernetic Parts on the same turn.
  • Defeat the Hunter before the Finale is revealed.
  • Repair the Mark V to at least 10 health.
  • Repair the Mark V and have it damage the Mark X on the same turn.