It's halftime at the Championship. The home team is up by twenty-one, the PA is pumping hype music, and 80,000 people are in their seats. Then a fight in Section 214 stops being a fight.
You are not a hero. You are one ordinary person — a security guard, a nurse, a hot-dog vendor, a superfan — and tonight your whole world is this stadium, the horde inside it, and the handful of strangers who choose to stand with you. Or choose not to.
What this game is
The Final Whistle is played one-on-one: you and a Game Master. The GM runs the world — the horde, the PA announcements, the clock, and the other people trapped inside — using the game's rules and its GM Instructions. You run one character, and you make the calls.
The whole game is one night: 8:00 PM at halftime, until dawn. You can play it in a single sitting, or pause mid-night and come back — the Night Tracker holds your place, hour by hour.
The goal
Get out. The district is quarantined within the hour; nobody is coming to save you. Your job is to reach an exit — the tunnels, the loading dock, the helipad, the fence, a hotwired car — and get out before the Red Hour.
The Red Hour is 1:00 AM. After it, winning becomes almost impossible. The night is keeping score.
The promise
You can't save everyone. The night will give you more people than you can carry. Ten strangers will need you; your arms, your time, and your luck only go so far. The game isn't about saving them all. It's about who you choose — and how fast you choose.
That's the whole design. The horror is real. The people are funny. And the clock never stops.
One line of advice
Move. Decide. And don't take too long — the hour announcements are the game telling you the truth.