Final Girl - Quick Start Guide for Beginners (The Happy Trails Horror)

Final Girl – The Happy Trails Horror

Reading time approx. 9–11 minutes

Last updated: July 28, 2026

The Happy Trails Horror is Final Girl's first Feature Film Box, and it shows: Hans the Butcher comes with no minions, no traps in the classic sense, and no layered special mechanics. What the box brings instead is a handful of atmospheric Event and Item cards, a genuine slasher killer with Bloodlust escalation, and a summer camp where Camp Happy Trails' own spaces carry names like Firepit, Dock, and Makeout Point. This guide walks through every box-specific rule you need for a complete game.

Players Playtime Difficulty Requires
1 (Solo) 60–90 min. Beginner-friendly Core Box + Feature Film Box

This guide is written for players who already know the core rules and specifically want to look up box-specific details for Hans the Butcher and Camp Happy Trails. For the generic mechanics – phases, action cards, horror rolls, adrenaline rush – check the core rules guide first.

Table of Contents

  1. What You Need
  2. Objective of the Game
  3. The Boards
  4. Box-Specific Setup
  5. Killer Phase + Panic Phase – Box-Specific Rules
  6. Weapons and Items – Full Ratings
  7. Character Choice: Laurie or Reiko?
  8. Best Card Combinations by Character
  9. Advanced Strategies Against Hans
  10. The Most Common Mistakes
  11. Conclusion

Don't know the core rules yet? This guide assumes you know the core mechanics. All 5 phases, action cards, Horror Rolls, and general rules are explained in the Final Girl Core Rules Guide – read it once, valid for all 20 boxes.

Important core rule: Final Girl cannot be played with the Core Box alone – you always need at least one Feature Film Box. For The Happy Trails Horror, this one Feature Film Box is all you need.

What You Need

Besides the Core Box (player board, action cards, dice, health tokens, time token, Victim meeples), The Happy Trails Horror brings everything specific to Hans and Camp Happy Trails:

Component Count Details
Killer Board (Hans the Butcher) 1 Bloodlust track, 3 Finale cards, 4 Dark Power cards (1 of them Epic)
Location Board (Camp Happy Trails) 1 Cabins, Dock, Firepit, Utility Shed, Lake, Makeout Point, Cliff
Killer Terror Cards (Hans) 16 Shuffled together with the Location's Terror Cards
Location Terror Cards 8 Camp Happy Trails
Event Cards 10
Item Cards 18 Plus 1 Character Item each (Laurie's Bow / Reiko's Axe), shuffled in before dealing the Item decks
Setup Cards 5 Meditation Hour, Skinny Dipping, Treasure Hunt!, Capture the Flag, The Bonfire
Assorted tokens 6 Including Bear Trap, Fireworks, Secret Tunnel, Motor Boat Keys – flat cardboard tokens, no miniatures
Final Girl cards 2 Laurie and Reiko

Objective of the Game

As in every Final Girl game, you win by either saving enough Victims or defeating Hans before your own health or your Final Health Token runs out. Hans has 12 health and starts at Horror Level 4. Camp Happy Trails has no location-specific victory condition that deviates from the generic rule – the box's cards (Event, Terror, Item) provide the flavor without changing the core objective logic from the core rules guide.

The Boards

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Board Box-Specific Details
Player Board Generic: health, Horror Level, time token, backpack. No box-specific deviation.
Killer Board (Hans) 12 HP, starting Horror Level 4. Attack and Movement Value rise with the Bloodlust marker from 2/1 (start) to 5/3 (maximum) – see the table below. The Bloodlust track also triggers the facedown Dark Power card at level 5. Final Effect (triggers again on every further increase past Bloodlust maximum): Hans recovers 1 heart, and the next Terror card is discarded without being resolved. Also placed facedown: 1 of 3 Finale cards and 1 of 4 Dark Power cards (Bloodbath, Dark Darker Darkest, Butcher Bloodlust as Finale candidates; Feed, Sledgehammer Massacre, Dark Obsession, and the Epic Dark Power Blood Frenzy as Dark Power candidates).
Location Board (Camp Happy Trails) Space names: Cabins, Dock, Firepit, Utility Shed, Lake, Makeout Point, Cliff. Search Spaces (orange wrench icon): Cabins, Dock, Utility Shed. Important: Makeout Point is adjacent to the Cliff, but not to the Cabins, even though both spaces are visually next to each other on the map. Adjacency is determined solely by the connecting lines on the map, not by visual proximity.

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Bloodlust Level 0 1 2 3 4 5 6 7 8 9 10 (Max)
Attack Value 2 2 2 2 3 3 3 3 4 4 5
Movement Value 1 1 1 1 1 2 2 2 2 2 3
Special Effect Horror +1 Horror +1 Dark Power Horror +1 Horror +1 Final Effect

Level 5 is a turning point: Attack and Movement Value increase for the first time (to 3/2), and you reveal the Dark Power card at the same moment. At levels 2, 4, 7, and 9, your own Horror Level also goes up by 1, regardless of what's happening in your Action Phase. At the top of the track, the Final Effect kicks in: once Bloodlust has reached its maximum, any further increase – whether from a Victim dying or a card effect like Bear Trap, which hands Hans 2 Bloodlust points directly – triggers it again: Hans recovers 1 heart, and the next Terror card is discarded without being resolved. If no such increase happens in a given round, the Killer Phase proceeds as normal and the next Terror card is simply revealed and played instead.

Box-Specific Setup

The generic setup flow – choose a Final Girl, lay out six Zero-Cost starting cards, shuffle health tokens – is covered in the core rules guide. For The Happy Trails Horror, add the following:

1
Assemble the Terror Deck Shuffle Hans' 16 Killer Terror cards together with Camp Happy Trails' 8 Location Terror cards into a single pile. That's 16 + 8 = 24 Terror cards total. Per the core rules, count out ten cards from this shuffled pile for the Terror Deck used in the current game; the rest is set aside.
2
Finale and Dark Power Cards on the Killer Board First shuffle Hans' three Finale cards (Bloodbath, Dark Darker Darkest, Butcher Bloodlust) and place one facedown on the Killer Board, matching the artwork there. Then shuffle the four Dark Power cards (Feed, Sledgehammer Massacre, Dark Obsession, and the Epic Dark Power Blood Frenzy) and place one facedown underneath. The cards not drawn go back in the box. The facedown Dark Power card is automatically revealed as soon as Hans' Bloodlust marker reaches level 5.

Epic Dark Power: Blood Frenzy is noticeably more aggressive than the three regular Dark Power cards and, per the rules, intended for a higher difficulty level. For a first game, set it aside beforehand and shuffle only the three regular Dark Power cards.

3
Deal the Item Decks Camp Happy Trails has 3 Search Spaces – Cabins, Dock, and Utility Shed (orange wrench icon) – and thus three Item decks of four cards each. For the Character Item of your chosen Final Girl (Laurie's Bow for Laurie, Reiko's Axe for Reiko), you have two options: either shuffle it straight into the full 18-card pile and deal as normal – six cards go unused anyway, and the weapon might end up among them – or, if you'd rather guarantee it shows up, count out just 11 Item cards, shuffle the Character Item in, and deal that 12-card pile across the three decks instead. Either way, immediately reveal the top card of each pile.
4
Draw a Setup Card Camp Happy Trails has 5 Setup Cards: Meditation Hour, Skinny Dipping, Treasure Hunt!, Capture the Flag, and The Bonfire. Shuffle them and draw one – as a schematic mini-map it shows where your Final Girl meeple starts (person icon), which space Hans begins on (red "K" icon), and how many yellow Victim meeples are placed where. The remaining four go back in the box; keep the drawn card face up as a reference.
5
Reveal the Event Card Once all previous steps are complete, the top card of the Event deck is revealed and its instructions are carried out immediately. This step marks the actual start of the game – only after this does Round 1 begin with the Action Phase. Among the ten possible cards are Fresh Meat (six new Victims placed across Cabins, Dock, and Firepit at once), Boyfriend and Girlfriend (the nearest Victim becomes a companion with its own rules), and Secret Tunnel (two of three spaces – Utility Shed, Cabins, Dock – become permanently adjacent for you, but not for Hans).
6
Generic Steps Afterward Shuffle the Final Health tokens facedown and place one on the Killer Board and one on the player board; fill the health tracks to their maximum (Hans: 12, made up of 1 Final Health token + 11 regular tokens); place the Bloodlust marker on the lowest space of the track; set the time token on the blue "6" space; place the Horror marker at starting Horror Level 4 – all generic steps from the core rules guide, mentioned here only for completeness.

Killer Phase + Panic Phase – Box-Specific Rules

Corrected order: Hans has no minions, so the minions-first rule within a Terror card doesn't apply here.

1. Killer Action (Finale card)
2. Draw & resolve Terror card

Step 1 initially shows the facedown back of the Finale card (starting Killer Action); once the Finale is revealed, the new Finale Killer Action on the front replaces it.

Until the Finale is revealed, Hans attacks the same way every time: he picks the nearest target, a Victim if there is one, otherwise you, and lands one hit. He doesn't move while doing it – there's simply no movement icon on the back of the card. So he only attacks if you or a Victim already happen to be standing in his space. Any movement he gets comes purely from whatever Terror card is drawn afterward.

The Terror cards themselves are what's box-specific here – most follow the pattern Victim → Movement → Attack, with varying attack strength per card. The full card-by-card breakdown with tactics for all 24 Terror cards is in the Terror Card Glossary; here are just the rules you need for a complete game:

  • How far Hans moves depends on his current Movement Value, which is determined by the Bloodlust marker – at low Bloodlust he's correspondingly slow, and this only changes as the Bloodlust level rises.
  • Two of the 16 Killer Terror cards, Unholy Rage and Unholy Speed, are Minor Dark Powers: once either is drawn, Hans permanently gains extra health markers on the card itself. Any damage, regardless of weapon, hits those markers first before it reaches his regular health track. Only once all markers are gone is the card discarded and Hans loses that ability (Unholy Rage: extra damage per attack icon; Unholy Speed: extra movement per movement icon).
  • Once the Terror Deck is empty, the Finale card is revealed during the Upkeep Phase. From then on, the new Finale Killer Action shown on the front permanently replaces the starting Killer Action, and no more Terror cards are drawn.

Panic Phase – box-specific: Camp Happy Trails has no minions that could additionally trigger panic – only Hans himself counts as an enemy for panic purposes. Several of the box's Terror cards do trigger their own additional panic effects (such as double panic on "You Can't Save Us… No One Can!"), which apply on top of the regular Panic Phase, not instead of it.

Weapons and Items – Full Ratings

Strength ratings are tactical assessments, not official rules. RNG = Range (0 = same space, 1 = adjacent space, – = no attack). Camp Happy Trails has two Character Items: Laurie's Bow and Reiko's Axe, each usable only by the matching Final Girl and shuffled in before dealing the Item decks (see Setup section).

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Weapon / Item RNG Damage Hands Special Strength
Laurie's Bow (Laurie only) 1–3 1 2 Cannot modify an Action card, costs only 1 Time per shot (cheaper than the regular Archery Bow), range up to 3 spaces Strong
Reiko's Axe (Reiko only) 0 2 2 Same base damage as the regular Axe, but exclusive to Reiko Strong
Axe 0 2 2 Highest base damage in the box's item pool Strong
Archery Bow 1–2 1 2 Cannot modify an Action card, costs 2 Time per shot Strong
Aluminum Bat 0 1 2 On a hit, discards the entire Minor Dark Power immediately, no matter how many health markers are left on it – with any other weapon you chip away at those markers one hit at a time as usual Strong
Pepper Spray 1 Discard while Hans is in your space: immediately ends the Killer Phase, including remaining movement and attacks Strong
Knife 0 1 1 Solid one-handed weapon with no restriction Medium
Motor Boat Keys Places the boat token at the nearest water space; 2 Time per trip to another water space, Victims may come along Medium
Flashlight Once per Action Phase, 1 Time: look at the top Terror card, optionally place it on the bottom Medium
First Aid Kit Recover an extra heart whenever you heal via an Action card Medium
Whistle Once per Action Phase: adjacent Victims come to your space, then enemies swap positions; while held, one additional Victim follows you permanently Medium
Map Per Item deck: reveal the facedown top card, or remove the faceup top card and reveal the next one Medium
Lucky Rabbit's Foot Discard for a Horror Roll, per star: 2 Time, 1 heart, Bloodlust reduction, or move 1 space Medium
Lucky Dice Discard to re-roll any number of your own dice Medium
Energy Drink Discard during the Action Phase: 3 Time OR move 1 space Weak
Mysterious Pills Discard during the Action Phase: 1 Bloodlust reduction OR 2 hearts Weak
Trashcan Lid 1 Ignore one damage star Weak
Old Revolver 1 1 1 Can only modify the Weak Attack action card Weak
Fireworks 2 Time: place the token; Hans targets it instead of a real Victim as long as it remains on that space Risky
Bear Trap 2 Time: place the token; immediately ends the Killer Phase when Hans enters that space, but grants Hans 2 Bloodlust points Risky

Strong = Grab it immediately  |  Medium = Use when convenient  |  Risky = Only with a plan  |  Weak = Rarely worth it

The Axe delivers the highest reliable base damage in this box's entire item pool and should be a priority on every search. The Archery Bow is the only ranged weapon with range 1–2, but it requires giving up Action card modification entirely – that's worth it especially against Terror cards where Hans strikes with high attack strength. Fireworks and Bear Trap look defensive at first glance, but they deliberately lure Hans into a space you chose yourself – which can backfire if other Victims happen to be standing there.

Character Choice: Laurie or Reiko?

Character Profile · HP Ultimate Ability Ideal Strategy
Laurie Aggressive · 5 HP +1 damage on every hit while in the same space as an enemy Melee combo: step in → Axe or Aluminum Bat + Furious Strike → step out. Her damage bonus makes direct combat especially rewarding.
Reiko Control · 6 HP Once per Action Phase, free movement to an enemy within 2 spaces Save the free movement until Hans is in range, then close in and attack at no time cost. The extra HP gives more room for mistakes.

First game: Laurie is recommended – her damage bonus gives you immediate feedback on whether the melee approach is working, which speeds up learning the combat system. Reiko suits you better once you already know the search system and card management and prefer a more cautious playstyle.

Laurie – The Direct Fighter

5 HP
Setup noteLaurie's Bow can be shuffled into an 11-card pile before dealing to guarantee it's in the game, or just tossed into the full 18-card pile, in which case it might end up among the unused cards (see Setup section).
Ultimate Ability+1 damage on every hit while in the same space as an enemy. Unlocked once all 6 Victim Save Spaces are filled. After that, each additional Victim saved grants +1 Time.
Victim-Save Rewards (6 spaces)
Ignore Bloodlust reduction +2 Time +2 Time +1 heart Take an Action card (max 2 Time) Move 1 space
Phase Recommendation
Early Buy action cards that give extra attack options or movement, so you can act on weapon finds quickly.
Midgame Secure the Axe, Aluminum Bat, or Laurie's Bow as they turn up – Laurie's Bow (range 1–3, only 1 Time per shot) is cheaper than the regular Archery Bow.
Endgame Once the Ultimate Ability is unlocked, actively seek melee range – the bonus damage applies on every hit in the same space.
Core strategy Tempo over caution – Laurie benefits from not letting Hans' Bloodlust climb unnecessarily.

Reiko – The Controlled Player

6 HP
Setup noteReiko's Axe is shuffled in instead of Laurie's Bow, either guaranteed via the 11+1 method or just tossed into the full pile (see Setup section) – range 0, 2 damage, 2 hands, identical base damage to the regular Axe but exclusive to Reiko.
Ultimate AbilityOnce per Action Phase, free movement to an enemy within 2 spaces. Unlocked once all 5 Victim Save Spaces are filled. After that, each additional Victim saved grants +1 Time.
Victim-Save Rewards (5 spaces)
+2 Time +1 heart Take the Planning action card Move 1 space Move 1 space
Phase Recommendation
Early Buy cards for backpack capacity and search actions to get through the Item deck faster.
Midgame Use Map to avoid wasted search attempts, and work toward First Aid Kit, Lucky Rabbit's Foot, or Reiko's Axe.
Endgame Use the extra HP as a buffer so multi-attack cards like Horrific Hammer Rush don't drop you onto your Final Health Token immediately.
Core strategy Avoid mistakes rather than chase risk – the buffer is Reiko's advantage, not offense.

Best Card Combinations by Character

Tactical community assessment for Hans + Camp Happy Trails – not official rules.

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Trait Laurie Rating Reiko Rating
Health Less buffer 5 More buffer 6
Ultimate Ability +1 damage on a hit in the same space as an enemy Offensive Free movement to an enemy within 2 spaces (1×/Action Phase) Positional
Character Item Laurie's Bow (range 1–3, 1 damage, 2 hands) Strong Reiko's Axe (range 0, 2 damage, 2 hands) Strong
Preferred weapon Axe / Aluminum Bat Strong Archery Bow Strong
Item priorities Pepper Spray for emergencies High Map + First Aid Kit High
Overall Offensive, riskier Defensive, more predictable

Advanced Strategies Against Hans

0. Hans is slow at the start – use that
How fast Hans moves depends directly on his Bloodlust level (Movement Value on the Killer Board). At low Bloodlust, he's correspondingly slow. Use the early rounds actively to explore the map and secure the best available weapon rather than hiding – hiding only gives Hans time to kill Victims and grow stronger.

1. Keep an eye on Bloodlust level 5
As soon as Hans' Bloodlust marker reaches level 5, his facedown Dark Power card is revealed. Plan your gear so that by this point you either have enough health or a way to counter the newly revealed effect. If Bloodlust keeps rising past its maximum after that, Hans recovers 1 heart and the next Terror card is discarded unresolved on every further increase – this can decide the Finale, so plan your final attack to finish Hans in one turn before he can recover.

2. Double-check Makeout Point's adjacency
Mistakenly treating Makeout Point and Cabins as adjacent often costs a whole Action Phase. Before planning movement, take a moment to check the connecting lines on the map.

3. Use Secret Tunnel deliberately
When you draw this Event card, choose the two spaces so they shorten your escape routes, not just your search routes. Enemies can't use the tunnel, which gives you a real edge.

4. Keep item traps in mind
Fireworks and Bear Trap deliberately lure Hans, but risk endangering other Victims on the target space. Check who's standing there before you use them.

5. Gauge Terror card probability
Of the 16 Killer Terror cards, "He Just Keeps Coming!", "He Wants Fresh Blood!", and "He's Just… Standing There!" each appear twice, making six of sixteen cards more predictable than singles like "Dark Feast" or "He Just Came Out of Nowhere!". Unholy Rage and Unholy Speed, the two Minor Dark Powers, only show up once each, but they give Hans permanent extra markers the moment they're drawn.

6. Treat Boyfriend/Girlfriend Event cards as a resource
These companion Victims bring their own bonus rules, but they're also an extra target for Hans. Weigh whether to actively protect them or avoid them, depending on how much health you have left.

7. Time Reiko's free movement tactically
Reiko's Ultimate Ability grants a free movement to an enemy within 2 spaces once per Action Phase. Use it deliberately to strike Hans right after a dangerous Terror card attack, instead of burning it early without a plan.

The Most Common Mistakes

1. Treating Makeout Point and Cabins as adjacent
They sit visually next to each other but aren't adjacent according to the connecting lines. Only Makeout Point and Cliff are connected.

2. Accidentally shuffling in the Epic Dark Power
Blood Frenzy is meant for a higher difficulty level. Anyone wanting a balanced first game should set it aside before shuffling the Dark Power cards.

3. Mixing up the Terror Deck composition
Killer and Location Terror cards are shuffled into one combined pile (16 + 8 = 24), not drawn separately.

4. Placing Fireworks or Bear Trap without regard for other Victims
Both cards lure Hans to a specific space – if Victims are still standing there, they end up in danger instead of you getting relief.

5. Missing the Dark Power trigger at Bloodlust level 5
Some games forget to reveal the facedown card the moment the Bloodlust marker reaches that level, and end up playing on with an unused Dark Power by accident.

6. Mixing up the two ways to shuffle in the Character Item
Laurie's Bow or Reiko's Axe can either be shuffled straight into the full 18-card pile (in which case it might end up among the 6 unused cards) or into a dedicated 11-card pile to guarantee it shows up. Both are fine, just pick one before you shuffle.

7. Misreading Laurie's Ultimate Ability on multi-damage hits
Her ability reads "+1 damage on a hit in the same space as an enemy" – the community frequently discusses whether this applies to each individual damage icon on an action card or only once per attack. There's no clearly documented official ruling on this; when in doubt, the generic ambiguity rule from the core rules guide applies.

8. Overlooking the health markers on Unholy Rage or Unholy Speed
If one of these two Minor Dark Powers is sitting on the Killer Board, your damage has to clear those markers first before it reaches Hans' regular health track. It's easy to lose track of this in the heat of combat, especially once you're already comparing your damage total to Hans' health in your head.

Conclusion

The Happy Trails Horror is exactly what the series name promises: an uncomplicated but by no means harmless first encounter with Hans the Butcher. With no minions and no complex special mechanic, the focus stays on the core questions of every Final Girl game – managing horror, securing gear, finding the right moment to fight back.

Laurie suits a confrontational playstyle with early weapon priority. Reiko suits players who'd rather work through the Item deck first and use the extra HP as a safety net.

All core rules in the Final Girl Core Rules Guide. This box's card glossaries:
Terror Card Glossary
Event Card Glossary
Item Card Glossary

Here's the link to the original rulebook.

Note: This is an unofficial fan-made quick-start guide and has no connection to the manufacturer or publisher of the game. Final Girl and all associated names, cards, and game content are property of Van Ryder Games. This site is neither sponsored nor authorized by Van Ryder Games.

We assume no liability for the content of linked sites. Responsibility lies with the respective operator; upon becoming aware of any legal infringement, affected links will be removed promptly.

Original text, translation and compilation: © ReDesign.

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