8 hours ago

Ruleset for my FNAF TCG


Ruleset I made for Five Nights at Freddy's: Flipside. A fanmade trading card game and a personal celebration of this franchise of mine.

This game is an art project I've been working on and will keep working on if enough people show interest in it. I plan to make a sorta playable version in Tabletop Simulator or Untap if people really want to.

Checkout my page for my WIP cards and card templates in case you want to make your own.


I've spent weeks on redesign for this ruleset, trying to find what fits best to FNAF. The final design I set on has the simple goal of defeating all other players with rules similar to Magic and Lorcana.

The game includes characters, items and locations. It features cards that can be played during opponent's turns or set up traps to make it turly feel like surviving a suspensful night of FNAF.


In case anyone wants to read the rules as normal text:

RULESET

“Deep Underground - where memories sleep” - Welcome to The Flipside, a mysterious place full of secrets, where dreams and nightmares come to life.

SETUP

  • Players: 2–4

  • Playtime: 20-40 min

  • Deck: Min. 40 cards

OBJECTIVE

  • Last one standing

  • Health: 20 per player

  • Playtime: ~15–30 minutes

RULES

Starting Hand

Draw 3 cards

You may discard and redraw each card once

Power

Spent when playing cards

Starts at 1, increases by +1 per turn (max 10)

fully refreshes each turn

Remnant

Equals the number of cards in your Graveyard (max 10)

Used instead of Power for certain cards

Remove used Remnant cards from the game

Health

Attack players with your characters

Bypass defense to damage player Health

Victory

Survive: All players except one drop to 0 Health

Deck Out: If a player’s deck is empty, the player with the most Health wins

TURN STRUCTURE

Players take turns clockwise. Choose a player to start.

1. Draw

Draw 1 card from your deck

2. Ready

Ready all exhausted cards in your control

Restore Power and increase by 1 (max 10)

3. Play

Play cards from your hand (pay costs)

Cards enter play Exhausted, unable to activate until next turn

Some cards are played Hidden (face down) and are revealed when ready at the start of your next turn

4. Action

Each ready character may perform one action:

Attack: Declare an attack and choose an opponent

Ability: Activate card effects (if applicable)

Move: Move to a Location you control

After acting once, the character becomes Exhausted

Exhausted characters can no longer act or defend this turn

5. Cleanup

Declare the end of your turn

All damage is removed from surviving characters

COMBAT

Attacking

Attacker declares target player

Defender assigns blockers

Defending

When attacked, the defender may assign ready characters to block the incoming damage

Multiple characters can block a single attack

Fight

All involved characters lose DEF equal to the other’s ATK

Apply damage simultaneously

If a character’s DEF reaches 0, it is killed and discarded

All discarded cards go to the Graveyard (discard pile)

Damage

If an attack is unblocked, another player loses Health

Lost Health equals the number of damage dealt

CARDS

fnafcardsrules.png
  • Power (Cost): Resource required to play a card

  • Abilities: Effects triggered by play or conditions

  • ATK (Strength): Damage dealt in combat

  • DEF (Defense): Damage a character can take per turn

  • Type: Used for synergies and effects

GAME ZONES

  • Field: Cards are played here

  • Graveyard: Discard pile for destroyed cards

  • Remnant: Move used Remnant cards from the Graveyard to a separate pile to remove them permanently from the game

DECK BUILDING

To play the game, players build their own decks made of different cards. A deck requires:

  • Min 40 cards

  • Max 2 card colors

  • Max 4 card duplicates

CARD COLORS

  • Red: Offensive cards focused on attacks, strength and aggressive playstyle.

  • Blue: Protective cards focused on high Defense and blocking attacks

  • Yellow: Support cards with special effects on characters and equipment.

  • Green: Malicious cards. Apply negative effects to characters or opponents.

  • Purple: Situational playstyle; require setups and surprise turns.

  • White: Neutral baseline cards with no particular playstyle. No deck limit, can be added to any deck.

KEYWORDS

  • Jumpscare – Can be played during an opponent’s turn.

  • Rush – Ready to act immediately after play.

  • Stealth – Played hidden. Revealed when ready.

  • Disguise – Can only be blocked by other characters with Disguise.

  • Spot – Can block characters with Disguise.

  • Guard – Must defend each turn if able. Can block even if Exhausted.

  • Crawl – Can move for free once per turn.

  • Haywire – Must attack each turn if able. Does not Exhaust after attack.

  • Illusion – Discarded if targeted by an opponent.

  • Upgrade – You may pay X Power to play this card on top of one of your characters with tag or name X.

  • Salvage – When this card is discarded, gain 1 Power.

  • Leader – Gains +X/+X for every character named X in your control.

  • Partner X – While this is in play, you can play character with tag or name X for free.

  • Backup X – Gains +X/+X if attacking alongside other characters named X.

  • Domain – Your characters with tag or name X may move here for free.



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