This a fan-made game mode for Final Girl that allows you to gain xp points based on your
performance. You will choose a Final Girl (FG) and play a set of four games, where you
will be able to acquire skills that will help you in the game, but you will also face the
consequences of your previous games.
The core box and some Featured Films (FF). You can play with just one FF, but you’ll
have to face the same killer/location each game. I decided not to include a narrative text
for each game as that would force people to play with FFs they might not own/like. If you
want a story, you can check out the Lore and Scenarios book, or you can come up with
your own!
You “only” need to win the four games. You may not change your Final Girl throughout
the games, and you must repeat a game if you lose before moving on to the next one.
You can play this mode in normal difficulty or extreme horror difficulty. Extreme Horror
(EH) uses that side of the player board and has some tweaks (explained below). If you
lose any of the four games when playing Extreme Horror mode, you lose.
You must pick a Final Girl you own and write her name on the sheet. You then pick a
Killer and a location (you may randomize them if you want to) and write them down. If
you win, you will have to write down some information (see below).
After your first win, you will choose a lifestyle, which grants you a permanent skill for
the rest of the game. Then you can spend your xp on any lifestyle skills and write them
down on your sheet.
The setup for your first game has no extra rules. If you have opened your FG’s envelope,
add her unique item to the other items before creating the search decks (11 regular items
+ FG’s item).
If you win a game with your FG’s item in your hand/backpack, you will start with it in
your backpack next game. If, for some reason, your unique item is discarded, you won’t
begin with it in the next game and you will need to find it again.
For the second, third and fourth games you will have to do the following:
Check your last game’s ending horror level (it should be written on your FG sheet) and
modify the current killer’s starting horror level if needed:
     Horror Setup
     1-2        Use the killer’s initial horror level
     3-6        Use the killer’s initial horror level + 1
     7          Use the killer’s initial horror level. Start the game in the killer phase.
For Extreme Horror mode:
     Horror Setup
     1          Use the killer’s initial horror level
     3-5        Use the killer’s initial horror level + 1
     6-7        Use the killer’s initial horror level. Start the game in the killer phase.
Your FG starts the game with the same amount of health she had when you won last game
(it should be written on your FG sheet). If she had a white final health token, replace it
with a random black final health token (keep the white token in Extreme Horror).
Check how many victims you saved in your previous game. Then:
 Victims saved                                    Setup
       0-3              Remove 2 victims from the board. EH: 3 victims instead.
       4-7               Remove 1 victim from the board. EH: 2 victims instead.
       8+                  Place all the victims. EH: Remove 1 victim instead.
Increase the bloodlust level by one for each victim removed this way.
You draw one additional starting event for each game you have won. This means you will
draw two starting events in game 2, three in game 3 and four in game 4. If you ever run
out of event cards, ignore any effect that would make you draw one.
After you win a game, write down on your FG sheet how many xp you earned:
   •   Winning: 2xp
   •   Saving 4-7 victims: +1xp
   •   Saving 8+ victims: +2xp
   •   Emptying an item deck: +1xp
   •   Defeating the killer before they reveal the finale: +1xp
After winning a game, and before starting the next one, you may spend your xp on skills.
The skills you acquire do not need to be from your selected lifestyle, but if you want a
more thematic game, you can do so.
Don’t forget to write them down on your FG sheet, along with any remaining xp (they
may be used later).
               Whenever the When you flip        You receive -1 You may move +1 damage to  +2 dice when     +1 victim         Item cards are       You don’t lose
 One level-2    horror level    your final       damage from 1 space after every weapon     attacking /        may             placed faceup    health after failing a
skill from the      would     health token, if   attacks if you   attacking.  you carry.  defending in the follow you          during setup.     movement action.
same lifestyle increase by      it’s blank,      don’t have any Victims may               same space as when you
  required     2+, reduce by replace it with      weapons in not follow you                 the enemy.       move.                               Spend 1 card to turn
               1 that amount. a white final       your hands.     this way.                                                                          a 3 or 4 into
                               health token.                                                                                                        success when
                                                                                                                                                       moving.
                 +1 die when     +1 die when      Once per    + 1 die when      +1 die when        You may         +1 die      +1 die when       When sharing space
 Level-1 skill
                   using a         using a      action phase,    using a          using a        increase or       when       using a Sprint      with a victim, you
  from the
                 Distraction     Short/Long    you may move Furious strike       Retaliate      decrease by 1     using a         card.           may swap an item
same lifestyle
                    card.         rest card.    a victim one   / Critical          card.       the range of the   Search                           you own for an
  required.
                               Long rest costs space towards blow card.                        weapons in your     card.                          unused item card.
                                      4.             you.                                           hands.                                        (Once per game)
                        +1 die when using a Focus card.          +1 die when using a Weak attack / Guard card.              +1 die when using a Walk card.
                  Recover 2 health at the beginning of a         You start with a Guard card in your hand          You start with a Sprint card in your hand
                                 game