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

Reading Time approx. 10–12 minutes

Quick Start – 1st Game (with rules clarity)

Final Girl is a solo horror board game by Van Ryder Games, where you fight as the last survivor against a killer. The Happy Trails Horror is the first Feature Film and the ideal entry into the system: killer Hans the Butcher at Camp Happy Trails – no special rules, but with atmospheric events. Each game creates its own horror story.

This quick play guide focuses on the actual gameplay, typical rule mistakes, the best card combinations, and strategies for victory against Hans.

What you need

  • Core Box: Contains all common components – dice, action cards, meeples, and tokens.

  • Feature Film Box – The Happy Trails Horror: Contains the Killer Board for Hans, the Location Board for Camp Happy Trails, Terror cards, Event and Setup cards, as well as the two Final Girls Laurie and Reiko.
Important Basic Rule:
Final Girl cannot be played with just the Core Box – you always need at least one Feature Film Box.

Objective of the Game

Victory:

  • Hans loses all health points and his last Health Token  is empty.

Defeat:

  • Your health points drop to 0 and your last Health Token is also empty.

Special Case: If you and Hans die at the same time, you win – the ultimate sacrifice!

The Game Boards

  • Player Board: Shows health points, horror level, time token, and your backpack. Also serves as a player aid with all 5 phases.

  • Killer Board – Hans: Shows health points, Bloodlust track, Killer Action, and the Dark Power card. The starting horror level is indicated in the top left.

  • Location Board – Camp Happy Trails: The camp with connected spaces. Spaces are adjacent if they are connected by a line – not just because they are visually next to each other!
Important Basic Rule – Adjacent Spaces:
Makeout Point is adjacent to the Cliff, but NOT to the Cabins – even if they are visually next to each other. Always check the connecting lines!

Game Setup

Choose a Character: Choose a Final Girl card. For the first game, we recommend Laurie or Reiko, as well as the Boss "Hans the Butcher."

Starting Hand: Take the 6 Zero-Cost Action cards – identifiable by the golden hourglass symbol with a "0" – as your starting hand. The remaining Action cards are laid out as a display (Action Tableau) in two rows.

Setup Card: Shuffle the location's Setup cards and draw one randomly. It shows where your Final Girl, Hans, and the Victims are placed at the start. At Camp Happy Trails, this might be a Boyfriend as a special victim or a Secret Tunnel connecting two spaces.

Terror Deck: Shuffle Hans' and Camp Happy Trails' Terror cards together. Lay out exactly 10 of these cards as the Terror Deck. The rest go back into the box.

Items: Shuffle the Item cards and place 4 cards face down on each of the 3 Search Piles. The top card of each pile is revealed.

Health Tokens: Take a black Final Health Token and place it face down on your Player Board – without looking at it! The same applies to Hans' Killer Board. Then fill both health tracks (e.g., Laurie: 5 HP, Hans: 12 HP).

The game turn consists of 5 phases

1. Action Phase

You play Action cards from your hand to move, attack, search, or focus. Almost all cards require a Horror Roll.

Horror Roll:
  • 5–6: Full Success – the best line of the card applies.

  • 3–4: Partial Success  – middle line applies. You can discard 2 hand cards to turn this into a full success.
    Once per die showing 3 or 4.

  • 1–2: Failure – bottom line applies. You always roll at least 1 die.

Each action costs Time. Your time token starts at 6. If it falls below zero, the Action Phase ends immediately – after the current action is completed. If it is exactly zero, you can continue playing.

Tip – Gaining Time:
You can discard hand cards anytime before the end of the Action Phase – each gives +1 Time. Important: Once the time token has fallen below zero, no more time can be gained by any means – not even by discarding cards.

Attacking: You must be in the same space as Hans to attack – unless you have an item or ability that explicitly allows ranged combat. For each point of damage, a health token is removed from Hans' board.

Movement: You can take up to 2 victims with you when you leave a space. Victims do not follow you into Hans' space. If victims are already in Hans' space and you leave it, they will follow you.

Saving Victims: If you are on a green Exit Space – even if you just pass through it – all victims in that space can be saved. Each saved victim immediately grants a bonus. If all spaces on your Final Girl card are filled, it is flipped over and permanently unlocks your Ultimate Ability.

Searching for Items (Search): Spaces with the orange search symbol can be searched. You must play a Search Action card. Melee weapons are almost always the most valuable loot.

Often played incorrectly – Reaction Cards:
Guard and Retaliate may only be played when Hans attacks you – not freely during your own turn. Only one Reaction card may be played per attack. They only protect you – not victims.

Core Rule

Time management is more important than maximum card combinations. Many defeats occur because players waste all their time early and then have no control over Hans.

2. Planning Phase

  1. Buying Cards: Buy new Action cards from the display with your remaining time. You can always take Zero-Cost cards – even if your time token is at or below zero. You may not buy cards you played or discarded this round – not even for free. You cannot buy a card if you already have 10 cards in hand.

  2. Resetting Time: Reset your time token to 6. Unused time is lost.

  3. Returning Cards: Return all played and discarded cards to the display.
Tip – Cards as a Resource:
Also buy cards you don't intend to use immediately – more hand cards mean more opportunities to convert 3s and 4s into full successes. However, the hand limit of 10 cards always applies.

3. Killer Phase

  1. Hans' Action: Hans performs the action indicated on the Finale card next to the corresponding symbol. He attacks anyone in his space.

  2. Terror Card: Draw the top Terror card and fully execute all effects from top to bottom.
Important – Finale Revealed:
Once the Terror stack is empty, the Finale card is revealed. From now on, drawing a Terror card is completely omitted. The new Killer Action is on the revealed Finale card and makes Hans significantly more dangerous. 

Note: The specific Finale and Dark Power cards come from the Hans Feature Film box and vary depending on the card drawn.

4. Panic Phase

If at least one victim died this round, all victims in the same space as Hans panic.
Roll for each of these victims – the panic number on the board indicates the direction of movement.

Common Mistake:
Only victims in the same space as Hans panic – not all nearby ones.

5. Upkeep Phase

  • Finale Check: If there are no more Terror cards in the stack, the Finale card is revealed. The endgame begins.

  • Preparation: Prepare everything for the next turn.
Rearranging Items:
You can rearrange your items between your Hands and Backpack at any time – not just during the Upkeep Phase. However, items in the backpack cannot be used directly.

Important Mechanics

Final Health Token

At the beginning, a black token is placed face down – without looking at it. If you reach 0 health points, it is revealed:

  • Heart symbol with number (1–3): You narrowly survive! Place a white token and restore the indicated amount of health. The black token is removed from the game.

  • Empty side: Immediate defeat.

If the white token is also removed later, there are no further chances.

Adrenaline Rush – Feature Film Mechanic:
This mechanic comes from the Feature Film additional rules. As long as you or Hans only have their last Health Token, you roll +1 die for each Horror Roll. If both only have their last token: even +2 dice. Experienced players deliberately use this – sometimes it's worth fighting with 1 life instead of spending valuable time healing.

Bloodlust and Dark Power

When a victim dies, Hans' Bloodlust increases by 1. He becomes faster and stronger. At certain levels of the Bloodlust track, one-time special effects are triggered – including the reveal of the Dark Power card, which grants Hans a permanent ability. The specific cards (e.g., "Dark Obsession" or "Bloodbath") come from the Hans Feature Film box and vary depending on the card drawn.

Horror Level

Determines the number of dice you roll. The green area of the horror track (3 dice) is your most important goal! If the horror level exceeds the maximum of the track, Hans' Bloodlust immediately increases by 1. The Focus action lowers the horror level and returns time.

Reaction Cards

Guard and Retaliate may only be played when Hans attacks you. Only one Reaction card can be played per attack. They protect only you – not victims.

Weapons – Rating and Strategy

Weapon Tier List – Community Experience (not rulebook):

Axe – best melee weapon. High damage, combinable with attack and reaction cards.

Baseball Bat – strong and reliable.

Knife – solid, less damage than Axe and Baseball Bat.

Ranged Weapons – usually weaker, as they cannot be combined with Retaliate. Some have a minimum range and do not allow attacking from the same space as Hans – so you have to stay at a distance to use them. Exception: Ranged weapons can be used to remove Minor Dark Power Cards – this can make a decisive difference.

Important – Melee vs. Ranged:
Melee Weapons are used in the same space as Hans and can be combined with attack cards and Retaliate. Ranged Weapons allow attacks from a distance – but only if a range is explicitly indicated on the weapon, and they cannot be combined with Retaliate.

Special Weapons – Pepper Spray and Bear Trap:
Both are excellent as traps: Position yourself strategically and wait for Hans to come to you. Use Pepper Spray or Bear Trap to disrupt his attack or slow him down – then attack him with attack cards and a strong melee weapon, and then move away. This way, you dictate the timing of the fight, not Hans.

Important – Pay attention to Hans' Killer Action:
Hans' Killer Action in the Killer Phase attacks all people in his space. Therefore, try not to end your turn in the same space as Hans – even one space away can lead to him attacking a victim instead or just moving.

The Action Cards – Rating and Best Combinations

The most important insight first: More dice beat everything

The priority is: More dice → Find weapon → Save victims. Reaching the green area of the horror track (3 dice) is more important than any other action. You can win games without a weapon or with many dead victims – but never with consistently only 1 die over many rounds.

Tier 1 – Essential, always buy

Close Call – the best card in the game:
Costs only 1 time, allows re-rolling dice at the most crucial moment of the round – an attack, a critical search, a sprint with victims to the exit. Always buy 1 copy, keep a second available in the display. Never buy both at once – you need the second for the next round.

Guard – always 2 in hand when Hans is in range:
Prevents all of Hans' attack damage. If he is near, always keep 2 Guard cards in hand. Together with Close Call, you can almost completely negate any attack.

Retaliate – Attack as Defense:
If Hans attacks you and you play Retaliate, you deal damage back. Combined with the axe, this is often the strongest damage move in the entire game. Always keep 2 in hand when Hans is near – together with Guard, you are well protected in most attack scenarios.

Furious Strike + Critical Blow – your damage package:
Furious Strike for constant pressure on Hans, Critical Blow for the decisive moment in the finale. Buy both as early as possible. Combined with a melee weapon, these are the most important attack cards. According to the rules: For each point of damage from an action plus the weapon bonus, remove health tokens from the killer's tableau.

Tier 2 – Situationally strong

Search – early, use strategically:
Buy early to find a melee weapon. With full success, you see 2 cards and keep the better one. Once you have a good weapon, the value of Search drops significantly.

Sprint – mobility and saving time:
Ideal for quick victim rescue or repositioning. With full success, up to 3 spaces of movement – this is often enough to bring victims safely to the exit and then play another action.

Distraction – underestimated and very strong:
Luring Hans away from victims slows down his Bloodlust increase and gives you valuable time. Especially valuable when multiple victims are in danger. Also gives you space to reposition or search for a weapon.

Tier 3 – Rarely needed

Improvise:
Flexible but unreliable. Only buy if you specifically need to fill a gap or if nothing better is available.

Planning:
Hardly useful in most games. Only situationally helpful.

Long Rest:
Rarely used in practice – costs too much time. Short Rest (Zero Cost) is sufficient for minor healing. Consider: With 1 health, you get the Adrenaline Rush – sometimes fighting is better than healing.

Free Cards (Zero-Cost-Cards) – always take

Walk, Focus and all other Zero-Cost cards:
Always take all available Zero-Cost cards – they cost no time and fill your hand. Attention: the hand limit of 10 cards also applies here. At the start of the game, it is recommended to take only half and leave the others for the next round. Focus lowers the horror level and gives time back – always play when the level rises to 5–6.

Best card combinations by character

Laurie – Aggressive attack style

Laurie's Ultimate Ability (on her Final Girl card) gives her an additional point of damage on each hit, as long as she is in the same space as Hans – making every attack move more efficient.

  • Buy early: Close Call + Search → Melee weapon as soon as possible

  • Mid-game: Guard + Retaliate (2 of each in hand) + Furious Strike

  • Endgame: Critical Blow for the final hit, axe or baseball bat in hand

  • Core strategy: Actively move towards Hans, attack, and move away. Laurie's bonus damage makes direct combat particularly rewarding.

Reiko – Controlled survival style

Reiko's Final Girl card and starting bonuses allow her to specifically take certain action cards. Check her exact abilities on the card in your Feature Film box.

  • Buy early: Close Call + Search + Distraction

  • Mid-game: Sprint + Guard + Retaliate for control over victims and Hans' position

  • Endgame: Furious Strike + Critical Blow when Ultimate Ability is active

  • Core strategy: More cards in hand = more 3s/4s converted into successes = better dice control.

Advanced strategies against Hans

Strategy 1 – Reaching the green area (most important strategy):
3 dice in the green area of the horror track is your top priority. Actively play Focus when the level rises. You can win games without a weapon or with many dead victims – but never with consistently only 1 die.

Strategy 2 – Hans is slow, use that:
Hans is surprisingly sluggish without high Bloodlust. You can often completely loot the furthest search area before he gets there. Use this early phase to find the best weapon – then comes the fight. Too much fear of Hans gives him time to kill victims and get stronger.

Strategy 3 – Actively fight instead of hiding:
Final Girl is not a game of hide-and-seek – you only win by killing. Actively move towards Hans: Movement card into the space, attack, Movement card out. As long as you combine Guard or Retaliate with Close Call, you are well protected in most situations. Playing too timidly gives Hans too much room.

Strategy 4 – Hoarding cards for 3s/4s conversion:
Also buy cards you don't intend to use directly – discarding 2 hand cards for a guaranteed success is often better than playing with a bad result. Pay attention to the hand limit of 10 cards!

Strategy 5 – Preparing for the Finale:
When the Terror deck is almost empty: Melee weapon equipped, 2x Guard or Retaliate in hand, sufficient health, Close Call available. The possible Finale and Dark Power cards from the Hans box can make Hans very dangerous in the endgame – be prepared for double attacks in the worst case.

Strategy 6 – Victims as a buffer (tactical, not emotional):
Hans attacks victims first before attacking you – if victims are in his space. This sometimes gives you a round of distance to heal or search. Use it consciously – don't overdo it, as dead victims increase Bloodlust.

Core principles of the game

✔ More dice are more important than anything else – aim for the green area of the horror track

✔ Priority: Dice → Weapon → Save victims – never the other way around

✔ Melee weapons are almost always superior to ranged weapons

✔ Always buy Close Call – best card in the game

✔ Always have 2x Guard and Retaliate in hand when Hans is in range

✔ Actively fight instead of hiding – killing Hans is the only goal

✔ Observe the hand limit of 10 cards

✔ Never go into the finale unprepared

The 6 most common mistakes

  • Playing too timidly: Hans is slow – actively attacking and moving away is better than hiding. Hiding gives him time to get stronger.

  • Misinterpreting time tokens: If it drops to zero, you can still play. If it drops below, the action phase ends immediately – and no time can be gained afterwards by any means.

  • Misunderstanding the last health token: Only when revealed does it show whether you survive or lose. It is placed face down – do not look at it beforehand!

  • Misapplying Panic: Only victims in the same space as Hans panic – not everyone nearby.

  • Keeping a ranged weapon instead of searching again: Ranged weapons are usually a poor investment for combat. Search again if possible – unless you want to use them to remove Minor Dark Power cards.

  • Ignoring the hand limit: You can hold a maximum of 10 cards in your hand – this includes Zero-Cost cards. Buying cards that exceed this limit is not allowed.

Note: This is an unofficial quick-start guide and is not affiliated with the game's manufacturer or publisher.

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