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Final Girl: The Marrek Murders Playthrough
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Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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mix 1 ·
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Video --0JRmABxNE
Playthrough at 5:02 sentiment: mixed
video_pk 69065 · mention_pk 165385
Click to watch at 5:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The final girl Mandy's ability to add damage without weapons is good for dealing with traps.
- The 'Merrick Murders' scenario has a unique mechanic where the killer doesn't appear until the finale card, allowing time to build up.
- The forklift item can help with rescuing victims from storage racks.
- The 'click' cards to unlock exits add an interesting dynamic.
- The scenario is described as different and cool, with neat traps.
- The trap mechanics are a neat addition to the game.
- The final showdown can be interesting with the killer's specific movement and locking behavior.
Cons
- Traps can be very annoying and time-consuming to deal with.
- Victims can die easily in traps.
- The exit spaces being locked at the start adds a significant challenge.
- The 'tick tock' terror card can advance traps, causing time loss.
- The killer not being on the board for most of the game can feel strange.
- Mandy's ability cannot be used with reaction cards.
- Cassie's ability requires saving five victims, which can be difficult.
- Falling from storage racks can cause health loss.
- The forklift item cannot enter search spaces or storage rack spaces.
- The 'no escape' finale condition where the killer locks exits is very challenging.
- The game can feel messy and require frequent rulebook lookups with certain scenarios.
- The Terminator scenario was described as convoluted and messy.
- Some scenarios can feel too similar or not offer enough variety.
Thematic elements
- Horror
- Merrick Warehouse
Comparison games
- Hostage Negotiator
- Nemesis Lockdown
- Arc Nova
- Terminator 1
- Stranger Things
- Ringu
- Terraforming Mars
Mechanics (from transcript analysis)
- Action Card Management — Players utilize a hand of action cards for movement, attacks, and special abilities, requiring strategic use and resource management.
- character abilities — Different Final Girls have unique abilities that can be activated under specific conditions, influencing strategy.
- Dice rolling — Dice are used extensively for skill checks, attacks, and resolving various game effects, contributing to the randomness of the game.
- Horror Track — A horror track increases over time or due to game events, which can trigger negative effects or lead to game loss.
- Limited Time/Turns — The game has a time track that advances, and running out of time can have negative consequences.
- Modular board — The game uses modular components and different killers/locations can be mixed and matched for replayability.
- Set Collection (Items) — Players search for items to aid them, with specific scenarios having unique ways of revealing or acquiring these items.
- Trap Disarming — Players must spend time and actions to disarm or progress through various traps that impede progress and harm victims.
- Variable player powers — Each 'Final Girl' character has unique abilities that change how the game is played.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- At this point, shouldn't this game be called another Final Girl?
- This is phenomenal. This makes it so if I can't find a weapon, which sometimes can tank a playthrough if you just can't find one, you run out of searches or searches suck.
- Who knew the traps would be annoying. Like who knew?
- The dice gods are with me today, guys. Holy crap.
- This is so bad. This is so bad.
- Conversational gaming. Yes. Hanging out on at Rob's gaming table. shooting the crap and playing the games.
- Those videos are like I don't know. They're interesting. Some people like them, I'm sure, but they're more of just like for content creators who I don't know who just want an easy out to make a video. That's like a lazy video to me.
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