A Gaming Life
I grew up in a state that was full of corn fields, though I never actually experienced running through them in terror, being stalked by some creature of existential dread or anything like that.
You know, like Steve King.
(Editor: “Only a certain subset of people is going to get that joke”)
No, I was a city boy.
But I saw corn fields!
And they could still be terrifying.
The next Final Girl Series 4 feature film that I have completed is A Rotten Harvest.


(Don’t forget that you can click on a picture to blow it up)
The film was designed by Ryan Jorjorian with artwork by Ondine Champetier de Ribes.
It was published by Van Ryder Games in 2025.
It takes place in the nice, peaceful farming town of Shady Acres, where one of the farms contains an altar to the old gods, where children are disappearing, but then coming back…to sacrifice others.
And that doesn’t even involve the killer!
No, a guy with a sinister flaming pumpkin head is also stalking the farm, killing people.
What’s a small town in rural America supposed to do with two maniacs surrounding them?
Put them in the White House?
Anyway, Grimlash is making his presence felt, and you’d better get running through those corn fields to see if you can stop him.
Grimlash is a wicked guy who is not only going around killing people, but also trying to drive you mad.

That’s because his main killer action, before the Finale is revealed, is to move one space and attack something.
If a victim dies that way, not only does bloodlust go up, but also something called Harvest Madness.

Harvest Madness will give you some good effects, potentially, but if you go too insane, then you will freak out and, I don’t know, start smoking corn cobs or something until you die.
Terror cards can also boost that, as we’ll see later.
Every time you go up a level of Harvest Madness, you get a card for that level.

These cards will give you benefits, but at the expense of creeping ever closer to insanity.
The benefits do increase in power as you go up higher, but again, there’s that death thing.
You can lower Harvest Madness by gaining hearts.
Every time you gain hearts, you can instead lower the Madness (it’s all or nothing, as you can’t split hearts and lower Harvest Madness in the same effect). You discard the appropriate card if you go down a level, and draw a new one when you go back.
This is a really interesting push-pull mechanic, an exercise in risk management that I really enjoyed.
Can you push yourself close enough to the edge without going over?
It’s kind of hard when it keeps going up!

Grimlash’s dark powers are all tied to Harvest Madness in some way, and they all suck (for you, I mean…they’re cool for the game).
Rite of the Corrupted will ensure that Harvest Madness goes up at least once every turn, because if it doesn’t go up by his actions, it will go up at the end of the turn.
Rite of the Old One just makes your day harder by speeding up the clock, discarding Terror cards willy nilly.
Ok, not that fast, as it’s not every time it goes up, but every time it goes to a new level.
But that’s still not great.

The finales can also be brutal.
Grimlash is no longer moving just one space. He’s racing after you, or other victims.
Withered Harbinger will not only have him move after you, but he’ll attack twice and each space he moves through will cost you 1 time.
Hard to build up your action cards with that!
Ancient Abomination will just add to his power when hitting you, though unless you’ve been managing bloodlust, it’s very possible he’s already doing enough damage to kill you.
One to three more damage really won’t make difference.
Looking at his Terror cards, the Minor Dark Powers could be nasty for you.

Flaming Eyes will just increase your Harvest Madness relentlessly (unless he’s going after other victims) and Burning Sickle will kill victims and attack you at the same time.
That being said, while those are both bad, how often does he attack you when victims are also in your space?
Usually he targets victims first, at least until the Epic Finale.
It’s good to get Flaming Eyes out of there as soon as possible, though.
What about his other Terror cards?

Of course multiples of them will deal with your Harvest Madness, either increasing it or, if you’re at a certain level, making your life hell instead.

Others will remove the middleman and just increase your Horror.
Or, like Roots of Insanity or It Has Always Been Here, it can do either!
Horror management can be a real issue with Grimlash, so you’d better be prepared to deal with it.
Or you might get lucky and keep that extra die for the entire game (but nobody’s that lucky).
Grimlash is an interesting opponent, with the Harvest Madness mechanic being quite ingenious.
Pushing the edge, getting wonderful benefits, but at the risk of losing the game?
What’s not to like about that?
I also like that it’s only his Terror cards that have him moving great distances (if bloodlust has been going up).
His basic Killer action of moving only one space increases the dread, because he just won’t stop coming after you (or the victims, mostly the victims).
He’s almost as bad as Hans!
There’s not a lot new to Grimlash, but Harvest Madness definitely saves him from being just one of the guys.
How about Shady Acres?
I found this map incredibly frustrating in places, which I guess was intended.

The layout has a road moving from the bottom right corner to the top left, and various entrances to corn field or pasture spaces.
But so many of the spaces are cut off from the main area and require a roundabout route to get there, including all three of the search locations.

Want to get to Ralph’s Garage from the road?
Yeah, you have to go 2-3 extra spaces around to do that.
The Old Barn’s not as bad, but the McCoy farmhouse has a similar problem of only being connected to the road exit space in the top left, at least from the road.
From there you can go to the Cow Pasture and into a corn field.
I haven’t decided whether this is a good or bad frustrating. I guess it would depend on how close to death I am.
The new mechanic offered at Shady Acres is the Altar of the Old Gods and the Children who are going around killing people as sacrifices to them.

There are three cute little children meeples in the game and they are also relentless (though in a really dark turn of events, you can kill them, but they keep coming back!).
One starts at the Alter of the Old Gods in the top right corner, and each Upkeep phase a new one comes out there.

Before the Killer does its action, the children move one space and they attempt to abduct and kill a victim.
Thankfully, they only succeed on a 1 or 2 die roll, but if they do succeed (and you know my penchant for rolling 1s and 2s), they sacrifice the victim on the altar, contributing to the next ancient curse.

Three abducted victims will bring it out!
These can be various brands of nastiness that will be in effect for the rest of the game (though a couple of items will let you discard one).

Everything from killing victims more quickly to having the Children move more quickly, to making you lose time moving through the corn fields.

Thankfully, with only a 1/3 chance of it happening (though I’ve beaten those odds!), you’ll probably only get one, maybe two curses out there.
I’m not sure exactly why (maybe to give the Children something to do?), but all of the setup cards for Shady Acres have 14 victims instead of the usual 12.

In a relatively confined space like Shady Acres, that can make them very susceptible to dying quickly.
Thankfully, you do have some pretty nice items to search for, if you can get to the bloody search locations.

This includes five weapons, which I think is among the higher number compared with other locations.
The Pilgrim’s Musket can come in very handy as long as you’re not neighbouring a corn field.
Or maybe you’re switching between the Pilgrim’s Musket and the Scythe, where when you are attacking enemies in a corn field, you can not only spread your damage around, but you can actually make it so the space isn’t a corn field any more.
That’s handy.

Other items can come in handy, at least situationally.
Some of them will help you move around, which would help with the map layout if you can get them.
Cowboy boots give you two instances of being able to move 2 spaces without an Action card at all.
The Combine Keys will let you harvest those big corn fields, making them less deadly, and also lets you move an extra space with the Walk action (not the Sprint, notably).
Children’s Toys can help with the Children and Cornhusk Effigy can help you get rid of a curse that you couldn’t avoid.
There are some nice items here.
I just wish it were easier to get them!

The special victims brought out by Events aren’t as interesting as they normally are.
Sally McCoy doesn’t do anything while she’s on the board, though if you can save her, she’ll just give you the Combine Keys (or give you a time if you already have them).
Ralph the Mechanic will give your limited use items one extra use, which can come in handy.
Also, nothing bad happens if he dies, so it’s not like you’re taking too much of a chance keeping him around.
The Harvest Cultist, however, is the highlight.
He actually moves toward you!
But then, if he’s still with you, you and he both will move toward the Killer.
So you’d better save him quickly, and get that sweet Horror removal.
Thankfully nothing bad happens if he dies either.

How about the Shady Acres Terror cards?
There are a few that have the Children doing stuff without the killer, which can be good if they’re only moving one space and you’re rolling high.
A few even add new victims.
Nobody Knows Where They Take Them is especially brutal since it tries to ensure that victims are sacrificed.
No die roll needed!
I didn’t mind Shady Acres, and it has some interesting concepts (the Children are really cool, though the idea of killing them is kind of off-putting), but I just found it more frustrating than anything else.
Moving around the map can be difficult, and getting to the search locations to actually find items to help you move (at the expense of finding weapons as well) is just aggravating.
It will be interesting to see what it’s like with a different killer, though.
How are the Final Girls?

Once again we get a bit of a mixed bag.
They both can give you time for saving victims, while Vicky gives you hearts and Joy gives you Horror reductions, which can be a godsend!
Both also let you move one space, though Joy does require 6 victims to be saved while Vicky requires only 5 in order to get to their ultimate abilities.

That could be because Joy’s ultimate ability is so cool!
How can you not like ignoring a single hit or heart loss each turn?
I mean, it doesn’t help you when a killer’s doing 6 points of damage, but can you imagine her in the Mall?
She can jump over the railing and into the food court with no issues!
Vicky’s ultimate ability is pretty good too, but it’s situational and, yes, it will help with moving around Shady Acres.
Though at the expense of time that you might actually need.
All in all, A Rotten Harvest is a mixed bag for me.
Grimlash is great and Shady Acres has an interesting conceit, but I just didn’t like the map at all.
Final Girl is not an easy game, but Shady Acres makes things even more difficult.
However, Joy is amazing (in my three games, I lost with Vicky twice and won with Joy) and Vicky’s not too bad though it’s harder for me to get her going.
I found that having Grimlash in Shady Acres had everything cascading on me so much that it was almost as frustrating as it was fun.
Still, it’s not a bad film.
Just down lower in my rankings.
(This review was written after 3 plays)