Game overview
You should have died in that huge accident last summer.
But one of your comrades had a premonition dream, and saw the accident happen. You decided to trust this, and thus managed to escape death in the last moment. You returned from Styx' banks, and could enjoy summer life with more treks and more beaches.

But you can't relax just yet.
Fate doesn't like when people tamper with her whims, and the angel of Death is stretching his hands towards youc slowly but surely.
Will you be able to escape his clutches for another week?
It's a desperate, shared struggle for survival.

36 Event cards
These look like typical normal life cards, but in fact they hide traps (Death Flags) by the Angel of Death.
There are five colours of Death Flags. Each event has 1-3 colours and a number from 1-16. There is also one colourless card (that has no specified Death Flag).

20 Killer cards
These represent killer attacks from the Angel of Death. There are 4 for each colour of a Death Flag.

4 Break cards
One-time-use cards to flaunt the hands of Fate.

20 Death counters
Counters that indicate how many times you've escaped death. The more of these you have, the closer to death you are. You should have as few of these as you can.

ScheduleSolid KillerEvent pile

Shuffle the Killer cards and deal one face up to each player. These are the "solid killers" and should be placed face up. If all players get the same colour, reshuffle and re-deal.

Then shuffle the event cards, and lay out, face up, seven rows below each other, each row with as many cards as there are players. This is the fated death week - the schedule. Each row represents one day. The remaining event cards aren't used in the game; return them to the box without looking at them.

Then give each player a Break card, and decide the first leader in any suitable fashion (in this game, it's unsuitable to call this role "start player", so here, he's called "leader").

How to play
Final Deathweek is a cooperative game. If even one player is killed, the game is over. The players win collectively if they manage to all survive one week (seven rounds).
Also, this game is based on that players don't blatantly reveal what cards the others have. As the players should still confer with each other, and information can be conveyed with mere looks and smiles, this is hard to explicitly rule, so it's up to the players discretion to decide what is OK and what is not. After all, the players are the ones who are to enjoy the game.

1: Start of round (morning)
The leader shuffles the remaining Killers and deals 2 face down to each player. Each player is to hold them backwards, so that they don't see the fronts, but everyone else does. Card stands are good for this purpose.

The leader can reveal one of the Killers of the other players (except himself). The leader chooses which one from each player, and these cards are put down so that all can see.
However, no card can be reveled for a player who broke his chain the previous day (see later).

2: Survive (day)
Starting with the player to the left of the leader, and in clockwise order, each player chooses one of the event cards of the current day and takes it (the leader will forcibly take the last remaining card). The days are resolved in order, so event cards will always be taken from the top row.
Each player may, once per game, refuse to take an event by triggering a "break". The player announces that he breaks, and flips his break card face down to indicate that he can't break again this game. He also flips face down one of the event cards from the day; he is not affected by it and no one else can take it. Finally, he also returns one of his Death Counters to the pool.

When all players have taken an Event, all hands are revealed and resolved, one player at a time (order is unimportant).
If the colour of every single one of the Death Flags on the Event card correspond to that player's Killer(s), including his Solid Killer, the player is killed, and the game is over.
If not, the player still gains as many Death Counters as the number of Death Flags on the Event card that correspond to any of his Killers.

3: Chain check (evening)
All players put the Event they took into their personal Event row. As the rounds (days) go by, these are to be lined up from left to right. For the first and second day, it doesn't matter what Event the player took, but from the third day and on, all players must do a so-called "chain check".

All Events have a number that indicate in which order it's safest to let them happen. For each player, taken Events must form a "chain" where the numbers either increase or decrease (for this purpose, "same number" counts as either increasing or decreasing, whatever's most convenient). If the chain of decrease/increase is broken, that player won't be able to reveal any of his Killer cards the next day, and the risk of death vastly increases.
If a chain breaks, a new chain starts with the card before the one that broke the chain. This means that each time a chain breaks, it will change direction (increasing - decreasing - increasing). It also means that it's possible to break the chain two days in a row.

4: End of round (night)
If any player has 5 or more Death Counters at this point, that player is killed and the game ends.

If not, all players return their hand cards (their Killer cards except the Solid Killer) and shuffle them together with the Killer cards that weren't used this round.

Then the player to the left of the leader becomes the next leader, and a new round (day) is started.
The above is repeated, and if the players survive all seven days, they win!

Optional rules
If you find the game too easy, or too difficult, use the below ways to adjust the difficulty!

Changing the number of Death Counters
You may change the number of Death Counters that kill a player. Or you can say that a Break will remove 2 Death Counters instead of just one (the latter lowers the difficulty a bit less than the former).

You may also lower the number of Death Counters that kill a player!

Changing the victory conditions
You may agree on that the players win even if just one of them are killed. This is closer to the original inspiring movie.

When the game ends, it might be interesting to introduce a scoring based on chains to crown a winner, or use the team score to challenge your next game.
For example:

Chained Events2: 1VPAnd -1 VP
per Death Counter you have.
3: 2VP
4: 4VP
5: 7VP
6: 11VP
7: 16VP