Final Girl

Final Girl

Play the sole heroine of a horror film, using action cards and limited time to move, search, rescue, and fight while an increasingly dangerous Killer closes in.

Final Girl supports 1 players; community best: 1 players; playing time: 20–60 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Final Girl is a solo horror survival game. Choose a heroine, a Killer, and a Location, then use action cards to move, rest, find items, or attack. Horror Level controls the number of dice in tests, while cards can also supply time or improve a roll instead of being played for their actions.

Acting now and preparing for the next turn share the same time resource: doing more can leave less to spend on new cards. Rescuing victims grants rewards and unlocks the heroine’s Ultimate Ability; allowing them to die usually increases Bloodlust, making the Killer’s movement, attacks, or special effects more dangerous.

The Core Box requires at least one Feature Film box and cannot be played alone. Multiple films allow Killers, Locations, and heroines to mix, but the chosen modules’ rules still apply. This overview explains the common procedure, using Series 1’s Hans and Camp Happy Trails, which have no additional special rules, as its standard boundary rather than generalizing another Killer’s objectives.

Core rules & scoring

  1. Choose a heroine, Killer, and Location; place figures and victims using a Location Setup card. Normally combine Killer and Location Terror cards and deal ten into the Terror deck. Prepare items and random Finale and Dark Power cards, and begin with the six zero-cost action cards. Apply any additional module setup.

  2. A turn consists of Action, Planning, Killer, Panic, and Upkeep phases. Play action cards in the Action Phase and make Horror Rolls: each 5 or 6 succeeds; each 3 or 4 can become a success by discarding two cards. Resolve the result for zero, one, or at least two successes. Always roll at least one die.

  3. Actions can lose or gain Time. Before the Action Phase ends, each action card discarded for Time grants one Time. Dropping below zero ends the phase after the current action resolves, and Time cannot then be gained to rescue the phase. Being exactly at zero does not end it, and you can voluntarily stop and keep cards.

  4. In Planning, first spend remaining Time on cards in the tableau, respecting a ten-card hand limit and never spending below zero. Available zero-cost cards can still be taken at zero or negative Time. Then reset Time to six, and only afterwards return cards played or discarded since the previous Planning Phase to the tableau, preventing immediate repurchase.

  5. Move along connected paths, taking at most two victims when leaving a space. They will not follow into the Killer’s space. During the Action Phase, victims sharing a green Exit space with the heroine can be rescued; victims alone at exits do not escape automatically. Resolve rescue rewards and flip the heroine’s card to unlock her Ultimate Ability when its rescue spaces are filled.

  6. Use a Search action at a Search space to acquire items. Attacks normally require sharing the Killer’s space unless a ranged effect applies. Weapons usually modify an action that already deals at least one damage and require correct range and equipment. Hands have limited capacity; an item requiring hands cannot be used from the backpack. Rearrange items when acquiring one or during Upkeep.

  7. In the Killer Phase, perform the Killer Action on the Finale card, then draw and resolve a Terror card from top to bottom if the Finale remains unrevealed. Follow targeting, movement, and attack icons rather than automatically pursuing the heroine. An attack normally damages a single target; victim deaths increase Bloodlust. Reaction cards defend the heroine against attacks, not victims.

  8. If a victim died this turn, each victim sharing the Killer’s space panics in the Panic Phase, rolling to follow numbered paths or stay put. In Upkeep, reveal the Finale if the Terror deck is empty; subsequent Killer Phases use the new action without drawing Terror cards. Resolve upkeep effects and optionally rearrange items. Exhausting the deck is not itself defeat.

  9. The general objective is to kill the Killer before the heroine dies; simultaneous deaths count as victory, though modules may change objectives. Reveal a black Final Health token only when damage reaches that remaining health. A blank means death; hidden health revives its owner, immediately ends the current phase, and replaces the token with a white one. Depleting that health again allows no further revival.

Rules & gameplay questions

Can I play with the Core Box alone?

No. You need at least one Feature Film box for a Killer, Location, heroine cards, and other required content. Modules can be mixed, but their special rules continue to apply.

Can I immediately recover a zero-cost card I just played?

No. Purchase first, reset Time, and only then return played or discarded cards to the tableau. Zero-cost cards obey the same waiting cycle.

Must I rescue every victim to win?

Usually no. The common objective is killing the Killer; rescues provide rewards and an Ultimate Ability. A particular module can change the victory condition, so read its rules.

Do I lose when the Terror deck runs out?

No. Reveal the Finale during Upkeep, then use its Killer Action without drawing further Terror cards. Continue until a victory or defeat condition occurs.

Does removing the last normal Health marker always end the game?

No. The black Final Health token still represents one health and is only revealed when further damage reaches it. Hidden health revives its owner and ends the current phase; a blank means death. The replacement white token does not allow a second revival.

Rules & introduction sources
Edition
Solo common core rules using the Van Ryder Games English core rulebook carrying copyright 2020 (19 PDF pages including covers and spreads) and the Hans/Camp Happy Trails sections of the Series 1 Feature Film rules. Excludes Extreme Horror Mode changes, expansions, minion systems, and other Killers’ special victory conditions.
Introduction source
BoardGameGeek

WANGO editorial

Final Girl · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#96
Complexity Weight2.76 / 5
Best player count (community)1
Player range1
Playing time (minutes)20–60
Core mechanismsDice Rolling · Hand Management · Pick-up and Deliver · Push Your Luck · Solo / Solitaire Game · Variable Player Powers · Variable Set-up
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2021
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Final Girl, and can I play online?

Final Girl supports 1 players; community best: 1 players; playing time: 20–60 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Final Girl, and which mechanisms does it use?

Weight: 2.76 / 5. Mechanisms: Dice Rolling · Hand Management · Pick-up and Deliver · Push Your Luck · Solo / Solitaire Game · Variable Player Powers · Variable Set-up. Chinese publication: Unconfirmed.

Where can I learn Final Girl?

No rule guide, strategy article or WANGO trial has been confirmed for this record.