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

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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