Final Girl Review
Become the final girl… or die in campy horror fashion.
It’s you versus a killer running around! Take on many different girl characters, fighting different killers, all in different locations! Rescue panicking victims, search/ use unique weapons, and manage your hand correctly! Lots of modular play with the “Feature Film” boxes, 1 player, 20-60 minutes. Starter set review included. Currently BGG top 200.
Video published November 1st, 2023

One killer, one girl.

Save the victims before the killer gets to them!

Manage your hand of cards and buy new actions!
How I played Final Girl
This is a very modular experience, where you get a core set, then combine it with a feature film box. So, I ended up buying the Starter Set (core set + 1 feature film), and 2 feature films.
12 plays total:
Camp Happy Trails (comes with Starter Set)
- [ ] 3x Laurie
- [ ] 2x Reiko
Frightmare on Maple Lane
- [ ] 2x Sherry
- [ ] 1x Reiko
Panic at Station 2891
- [ ] 1x Kate
- [ ] 2x Uki
- [ ] 1x Uki (against Dr. Fright)
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component Pros
VHS lookalikes come apart with magnets that are location & killer boards
Core set and feature films all have great insert, some plastic bags
Big chunky dice to roll
Great wooden pieces for meeples, health, time
Art Pros
e.g. Muted Camp Happy Trails vs. Vivid Frightmare box
e.g. Dr. Fright’s cards are gorgeous
Full art killer boards
Tons of items, full art locations
Symbology Pros - Everything makes immediate sense!
Partial success to discard 2 cards literally depicts it
Targeting you = picture of a girl
Cards are color coded well
Easy to keep track of things given there’s multiple boards and cards
Rulebook Pros - Super clear
Plenty of visuals, examples, index
Quick reference on back
Modularity Pros - Easy to divide
Separate rulebooks for killers and maps to easily mix rulesets
Cards clearly labeled for their set, easy to separate
Flavor Text Pros - Get that campiness goodness going!
Brief backstory on every rulebook
Most cards have flavor text (that’s a lot of cards!)
Basic actions
Events
Terror cards
Gameplay Pros - Hand management & building
Have to plan what cards you need for future turns constantly
Can’t move without movement cards, make sure you don’t get trapped!
Worth discarding cards you paid for to succeed a partial success?
Ditching cards for +1 time is great buying flexibility
Only 1 copy of the strongest cards (e.g. attacks), so have to cycle them repeatedly to win
11 unique cards to buy with their own merit
Boost next roll, re-roll, discard fodder
Maps have their own cards for more interactions
Gameplay Pros — All the tracks flow into each other well
Keep horror low to keep dice rolling up
If can get it to stay at 1, roll 3 dice every check
Good time management lets you play more actions to decrease terror
Staying at 1 HP gives additional dice rolling, which promotes risky play
Need to carefully manage positioning, healing, and blocks if play this well
Find a way to have time high (buy more cards), terror low (roll more dice), and health high or at 1 (roll +!)
Gameplay Pros - The panicking victims
Give game more flavor than just you and the killer
Have to manage well: saving is nice benefits, them dying buffs killer, if no victims on map can get punished
Event cards make victims NPCs
Perks for interacting with them
Punishing you harder if they die
PANIC mechanic- victims run around randomly if anyone died
Hilarious to see what game states happen from this, add lots of flavor
Can panic into killer, or into safety
Gameplay Pros - Progression in a sub hour!
Start with nothing or little to nothing, have to prepare for final showdown
Balance getting weapons with saving victims
Try to get victim benefits on girl card before killer’s final form
Benefits giving free things on turns make certain turns have great forward momentum feeling
Getting to move for free in a game where it’s a check is awesome
Find ways to roll more dice
If done correctly can get 4 or 5 end game
Not common, but if killer is at 1 HP, roll +1 for final satisfying momentum to win
Want to try to get better attacks paired with having more cards that modify other cards
Killer final form removes all terror flips for no-nonsense man hunt
Can completely predict his moves in climatic end game
Still has cool twist where if you die, you’re necessarily dead (possibly 1-3 more HP after last HP)
Gameplay Pros - Locations have so much character
Camp Happy trails (summer camp)
Get keys to the boat to sail across the lake to save victims
Find archery bows or bear traps
Teenagers sometime resist rescue
Maple Lane (quiet midwestern suburb)
Have to “convince” (action card) people to let you into their homes
Houses can only be searched once
Boyfriend house who can save your life
House fire possibilities
Station 2891 (freezing area in the middle of nowhere)
Indoor is safe from the outside frostbite
Killer can get affected by frostbite
Only way to escape is through the helicopter, which needs an action card to move faster
Flamethrower does INSANE damage to killer
Helpful dogs can perform self-defense
Gameplay Pros - Killer flavor (won’t talk much about Hans in starter set because he’s vanilla)
Dr. Fright: all about sleep
Literally haunts you in your dreams- put you in the boiler room if you fall asleep through him or by resting. Once per round mini-game to maybe get hit again
Victims will not follow you if asleep
You and Dr. Fright cannot attack each other unless asleep, so need to play game with 2 stages in mind
Can voluntarily move cards in boiler room to try to wake up faster for more control
Be wary about being put permanently to sleep late game
Organism: Maybe 3 killers!?
3 victims on the board are infected, you have to test them, 1/3 chance of infected
Feel paranoia from escorting around victims who may actually be killers
Gameplay Pros - Insane modular replayability
Killers: 3 final forms, 3 dark powers (passives), 2-3 minor dark powers
Locations: 5 Setup cards, 16-18 items (5-6 are unique), 10 events
Girls: 2 in each box
Unique fronts and backs, takes some time to get used to how to sequence the front
e.g. free guards, moves, healing, retaliates
e.g. Reiko can jump to the killer after hitting final form
Included 2 secret unlockables in each box for each girl, make at least 1 more playthrough different
If want to churn through content, at least 4 plays in each box (2 plays a girl)
Game is really easy to run back by refreshing events, items, and girl which all drastically change openings.
Can use Extreme Horror mode for more difficulty
Gameplay Pros - Runs very true to 20-60 minutes
Once killer reaches final form the game is super close to finishing
Only 10 terror cards (10 turns), some terror cards flip more, so more like 7-9 turns
First games will run a little bit over an hour
Final Pro - Really great campy playground of theme meeting gameplay
Killer can stand in place and mutilate themselves to raise horror (you can panic too)
Walking is safer than sprinting with less upside
Landing a stronger attack reduces horror as you feel good/safer
Failing a stronger attacking raises horror
Story: There was a July 4th party on Maple Lane to literally watch the fireworks, so there was a HUGE crowd of victims all leaving their houses. I was concerned that Dr. Fright would easily kill them all, but then Officer Kopf arrived on the scene to escort them all to the exit with his squad car
Component Cons
Little wooden markers for items are way too small
Couldn’t they be at least taller?
Boards do not stay flat, making it weirdly stick out in front of your item area
YMMV, reports that some people don’t have as much issue
VHS look-alike is inefficient for setup/takedown
Turn it over while setting up
This slowness matters more because playtime is so short
Gameplay Cons - Randomness Struggles in many areas
Disclaimer: We understand that Final Girl is not meant to be taken very seriously, as it is a horror movie simulator. But some of the randomness struggles are so laughably punishing for bad game states.
Event flip during setup can make game SO much easier/harder
Good: Friendly NPC next to you, or permanent buff
Bad: Star Crossed Lovers who throw themself at the killer if their partner dies (2x amount of deaths sometimes)
Bad: TONS of victims suddenly drowning in a lake, also opens a new area that victims to panic into and die
Do NOT want to be stuck in a “downward death spiral” because game is snowball-y if tracks get out of control
Think about combining poor initial dice rolling with bad events
2x blanks in a row (11% probability) on first rolls means you basically surrender
Buying re-rolls later is spending time to do so, where ALREADY punished on time for failing roll
Concerned about newcomer experience where people just get bad openings, then are steamrolled
Camp Happy Trails (starter set) suffers more, with Hans 12 HP, and no inherent ways on map to slow him down
Need a good weapon, sometimes don’t find it
Dr. Fright has minor dark power that puts you to sleep that is super annoying dealt early
Station 2891 can get heavy snowstorm that randomizes movement outside so can’t really save victims
If feel like insanely behind early or mid-game, can just restart
Ways to increase win rate (close-call or inspiration before big checks), but sometimes you’re so far behind
Con isn’t weighted too hard because it’s VERY, if not impossible to balance a system with so many items, events, killers, locations, etc.
Could allow players to have once per game re-roll, or discarding any 2 cards to re-roll
Recommender Score
Final Girl is a modernized Ameritrash game, it’s just silly goofy stuff happening with a spooky scary killer, and then you chuck dice. The juice comes from managing all the different tracks and cards, where again being low on health is a bonus… and it might not even be your final health!
There’s definitely going to be a bit of a learning curve at first to figure out when to buy each card, but when you get it, you’ll start to see many familiar horror movie beats happen. And just like watching those silly movies, you can’t take this game that seriously, and this game is NOT for those who hate dice-rolling output randomness. Like don’t even get me started on the time I rolled THREE dice, rolled all blanks, then used “Close call” and some time to re-roll all of them, then rolled blanks again! Like whaaaaat… I guess I’ll hope for a secret tunnel to pop up?? Or for someone to pull the fire alarm for free movement through panicking!!?
Just like the lovecraftian Eldritch Horror and Mansions of Madness, horror is still one of the best playgrounds for these unlucky outcomes. There can be a certain enjoyment out of heroically dying at the last minute, and just using cool items in dumb scenarios, just cause. There’s no high score to get here, it’s just kill or get killed and tell the best brutal stories. Oh, you thought you were losing, but then your final HP is actually 1 more health, and now you can roll 6 dice to sprint and launch a weak attack, and if that misses, you’ll die from the damage ahahaha.
To demonstrate the casualness again, there’s 3 tiebreakers for when you have to make a decision for the game… and they’re the worst for you, the most realistic, or the funniest. Like what does the most realistic or funniest mean in an already silly world? Who knows, you figure it out.
The recommender score would have been a 9/10 if it not for the inconvenient “bad openings” the game can infamously provide, but there is definitely enough going on in the game that as you get better, you’ll find your win rate go up, I know it definitely did for me.
Here’s a way to kind of thematically explain terrible openings I got from BGG: you can re-frame it that you are NOT the final girl necessarily. You’re playing as a paranoid maybe slightly narcissistic girl who THINKS the killer is mostly chasing her, and you MIGHT be the final girl to do the blow, but sometimes you’re just a side character that gets obliterated before she can put up a decent fight.
So yeah, Final Girl is one of those experiences where your enjoyment is probably fully realized after the 4th game or so to understand the core systems. After that, there’s still so much novelty with the other boxes. If you just get the starter set for $40, ehh this is like around an expensive 7/10 recommender, it’s still good, but not the way to keep playing given so many more other interesting stories to tell.
If you’re really practiced in games and/or on a budget, you can totally skip Camp Happy Trails. Then get Maple lane first, Dr. Fright feels way more like an actual killer than the organism.