YOU HAVE NOCLIPPED OUT OF REALITY  ·  STAY CALM  ·  DO NOT RUN  ·  AVOID ALL ENTITIES  ·  LIMINAL TCG — CORE SET NOW AVAILABLE  ·  THERE IS NO EXIT  ·  DO NOT MAKE NOISE  ·  FREE SHIPPING OVER $50  ·  THE WALLS ARE WATCHING  ·  YOU HAVE NOCLIPPED OUT OF REALITY  ·  STAY CALM  ·  DO NOT RUN  ·  AVOID ALL ENTITIES  ·  LIMINAL TCG — CORE SET NOW AVAILABLE  ·  THERE IS NO EXIT  ·  DO NOT MAKE NOISE  ·  FREE SHIPPING OVER $50  ·  THE WALLS ARE WATCHING  · 
// FACILITY RECORD 001 — LIMINAL TCG

The Backrooms YOU'VE NO-CLIPPED.

A strategic trading card game set in the infinite corridors of the Backrooms. Navigate the levels. Manage your Sanity. Survive what lives in the many rooms. Build a deck. Survive. Or don't.

200+
Cards
4
Types
2–4
Players
20+
Min/Game

// RESTRICTED — FACILITY ARCHIVE

Card Database

SEARCH THE COMPLETE INCIDENT LOG. ALL ENTITIES. ALL LOCATIONS. ALL HAZARDS.

// Search
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// Subtype
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// Special
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//
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// PROCUREMENT TERMINAL — OPEN ACCESS

Enter the Collection

Every pack is a new level. What will you find inside?

Booster Pack
8 cards per pack
$5.99
  • 4 Rooms/Events
  • 2 Entities
  • 2 Items
  • 2 Tokens
BEST VALUE
Starter Bundle
36 packs + extras
$149.99
  • 36 Booster Packs
  • 3 Exclusive Promo Cards
  • Collector's Box
  • Full Rulebook
  • 100 Card Sleeves
Prebuilt Deck
50-card ready-to-play
$24.99
  • 50 Pre-selected Cards
  • Thematic Deck Box
  • Strategy Guide Insert
  • 2 Bonus Booster Packs
Art Book
Hardcover, 120 pages
$39.99
  • Full Card Artwork Gallery
  • Lore & World-building
  • Designer Commentary
  • Signed by Artists

// FACILITY MANUAL — SURVIVAL PROTOCOL

How To Play

STUDY THIS DOCUMENT. YOUR SANITY DEPENDS ON IT.

Overview

Liminal TCG is a strategic trading card game set in the infinite, humming corridors of the Backrooms. Players build decks from four card types; Rooms, Entities, Items, and Events. Compete to outlast one another by making your opponents go insane while navigating a shared, constantly changing field.

The game is built around a central shared field that all players interact with simultaneously. Every Room and Entity on the field affects everyone unless you own it. Knowing when to play your cards, when to remove what's on the field, and how to protect your Sanity is the core of survival.

// CORE CONCEPT
Sanity is essentially how much damage you've taken up until a certain point. Stop yourself from going insane.

Deck Building

Every player constructs their own deck of exactly 50 cards before the game begins. The recommended composition is a starting point. Experienced players may adjust within the legal limits.

50
Total Cards
20
Rooms
15
Entities
10
Items
5
Events

Card Copy Limits

Each deck is subject to strict limits on card copies. These exist to prevent any single card from dominating a game and to enforce variety in your strategy.

Card TypeMax Copies Per Deck
Rooms5 of any one name
Entities3 of any one name
Items5 of any one name
Events1 of any one name (max 5 Events total)

Minimum Requirement

You must have a minimum of 5 cards of any one type in your deck. You cannot build a deck that excludes a type entirely below this threshold.

// UNIQUE CARDS
Unique cards carry a special mark. They function as their normal card type, but possess an additional ability that no standard card has. Once a Unique card is played, it cannot be played again for the rest of the game by any player.

The Field

All players share a single central field. There is no separation between player zones for field cards — Rooms and Entities affect every wanderer present unless ownership rules apply.

ROOM SLOT
1 shared slot
ENTITY SLOT
1 shared slot
ITEM SLOTS
2 per player
EVENT SLOT
1 per player
DISCARD PILE
1 per player

Ownership

The player who places a card onto the shared field is its owner. Ownership matters in two ways: owners are immune to their own card's passive penalties (such as Sanity gained per turn), and on their ownership phase, the owner effect takes place.

The Frontrooms Rule

The shared Room slot must never be empty. If there is no current Room card in play at any point, immediately place the Frontrooms card into the Room slot. The Frontrooms card is a neutral, effect-free room that exists outside all player decks.

Game Setup

Follow these steps in order before the first turn begins.

01

Agree on starting sanity. The default is 30.

If all players decide to do a different sanity than 30, then all players must agree upon an starting sanity value.

02

Separate and Shuffle

Each player separates their deck by card type. Rooms and Events are placed together into one pile. Entities form a second pile. Items form a third pile. Each pile is shuffled separately.

03

Determine Turn Order

All players roll a die. The player with the highest result goes first. Ties are rerolled between the tied players. Turn order proceeds clockwise from the first player.

04

Draw Opening Hand

Each player draws their starting hand: 4 Room/Event cards, 2 Entity cards, and 2 Item cards. The Frontrooms card is placed in the Room slot to begin.

Turn Structure

Each player's turn proceeds through eight phases in strict order. You must complete one phase before moving to the next.

01

Room Phase

Activate the effect of the current Room card in the shared Room slot unless you are its owner. If you own the current Room, the effects do not happen to you.

02

Draw Phase

Draw one card from any of your three decks (Room/Event, Entity, or Item). Choose freely based on what your hand needs.

03

Move Phase

You may pay the removal cost of the current Room card to remove it from the field. If removed, the Frontrooms card replaces it unless another Room is immediately played. You are not required to move.

04

Combat Phase

You may pay the removal cost of the current Entity in the shared Entity slot to remove it from the field. You are not required to do so.

05

Play Phase

You may play any number of cards from your hand onto the field by paying their play costs. You may place a Room, an Entity, Items into your Item slots, or an Event into the Event slot. Costs may not be reduced below 0.

06

Entity Phase

Activate the effect of the current Entity in the shared Entity slot unless you are its owner. If you own the current Entity, the effects do not happen to you.

07

Owner Phase

Activate all ownership effects of every card currently on the field that you own. This phase is skipped entirely on the very first player's turn of the game.

08

End Phase

Declare your turn is over. If you have zero cards in hand at this moment, you may draw one extra card before passing. The player to your left now begins their turn.

// ITEM TIMING
Items may be activated in response to any action taken by any player, or when any player transitions to a new phase.

Card Types

There are four card types in Liminal TCG, each with a distinct set of features printed on the card face.

ROOM

Rooms occupy the single shared Room slot. Every player is subject to a Room's effects unless they own it. Rooms define the environment all wanderers currently inhabit.

1
Name
2
Play Cost Sanity and discards spent to place this Room into the shared slot.
3
Removal Cost Sanity and discards spent by any player to remove this Room from the field during the Move Phase.
4
Sanity Lost Per Turn The amount of Sanity all non-owner players lose during the Room Phase each turn.
5
Type The Room's classification (i.e. Dark, Plant, etc.).
6
Placement Effect A one-time effect that triggers the moment this Room enters the field.
7
Turn Effect An effect that activates during the Room Phase each turn.
8
Removal Effect A one-time effect that triggers when this Room is removed from the field.
9
Ownership Effect An effect that activates during the Owner Phase, only for the player who owns this Room.
ENTITY

Entities occupy the single shared Entity slot. Like Rooms, they affect all players who don't own them. They are removed during the Combat Phase.

1
Name
2
Play Cost Sanity and discards spent to place this Entity into the shared slot.
3
Removal Cost Sanity and discards spent during the Combat Phase to remove this Entity.
4
Sanity Lost Per Turn Sanity all non-owner players lose during the Entity Phase each turn.
5
Type The Entity's classification (i.e. Dark, Plant, etc.).
7
Turn Effect Activates during the Entity Phase each turn.
8
Removal Effect Triggers when this Entity is removed from the field.
9
Ownership Effect Activates during the Owner Phase for the player who owns this Entity.
ITEM

Items occupy personal Item slots and each player has two. They are the only cards that can be activated outside of your turn, making them the primary tool of reactive play.

1
Name
2
Play Cost Sanity and discards spent to place this Item into one of your Item slots.
3
Activation Cost Sanity and discards spent to trigger this Item's activation effect.
4
Type The Item's classification (i.e. Dark, Plant, Etc.).
6
Activation Effect The effect that triggers when you pay the activation cost.
7
Constant Effect A passive effect active at all times while this Item is in your slot.
8
Round Count How many rounds this Item remains in play before it is discarded.
EVENT

Events are powerful, time-limited cards that reshape the game state for all players. They sit in the single shared Event slot and expire after their round count elapses. Decks may contain a maximum of 5 Events, and no two can share a name.

1
Name
2
Play Cost Sanity and discards spent to place this Event into the shared Event slot.
4
Play Effect A one-time effect that triggers the moment this Event enters the field.
5
Constant Effect A passive effect active at all times while this Event is in the playerslot.
6
Round Count The number of rounds this Event remains in play before it is discarded.

Winning the Game

The game ends the moment any of the following conditions are met. Check for end conditions at the end of every phase.

01

Last Wanderer Standing

When only one player remains below the Sanity threshold agreed upon at the start of the game (Or the default), that player wins. All other players have been eliminated by Sanity loss.

02

Card-Specified Victory

Certain cards contain explicit win conditions in their text. If a card specifies that a particular player has won, that condition is resolved immediately regardless of Sanity totals.

03

Deck Exhaustion

If all players exhaust their decks (all three piles reach zero cards), the game ends immediately. The player with the fewest cards in their discard pile wins. In a tie, figure it out

Extra Rules

The following rules clarify edge cases and interactions that will come up during play. When in doubt, refer here first.

TIMING
The Owner Phase is skipped entirely during the first player's turn of the game.
PAIRING
Some cards may pair with another. You may only pair two cards if they mention each other. Pairing allows you to place a second entity or room.
FIELD
If the Room slot is empty at any point, immediately place the Frontrooms card into it. This takes effect before any other game action resolves.
HAND
If a player has zero cards remaining in hand at the end of their turn, they draw one extra card before passing.
ITEMS
Items may be activated in response to any action taken by any player, or when any player moves to a new phase.
COSTS
No cost, i.e. play cost, removal cost, or activation cost; may be reduced below zero by any effect.
DECK
Every deck must contain a minimum of 5 cards of any one type. No type may fall below this floor.
DECK
No deck may contain more than 5 Event cards total, and no two Event cards in the same deck may share a name.
DECK
Maximum 3 copies of any one Entity name per deck.
DECK
Maximum 5 copies of any one Item name per deck.
DECK
Maximum 5 copies of any one Room name per deck.
UNIQUE
Unique cards function as their normal card type with an additional special ability. Once a Unique card is played, it cannot be played again for the remainder of the game. Even if it returns to your hand or deck through any effect.

// PERSONNEL FILE — OPEN RECORD

Built in the
Between
Spaces.

Liminal TCG was born from a simple obsession: the eerie familiarity of places that feel both known and impossible. We are a small, independent studio of designers, artists, and game theorists who found each other in the humming dark of the internet.

We believe the best games create atmosphere as much as they create mechanics. Every card in Liminal is designed to make you feel something: unsettled, strategic, and strangely at home.

// THE TEAM

The people
behind the halls.

Alexavier
// Founder, Design, and Mechanics
The man with the original plan. He designed the game from the ground up.
A. Wadsworth
// Co-Founder, Creative Director, and Playtester
Large part in the card creation process of cards as well as initial funding and mechanics. Also playtests the game.
Q. White
// Co-Founder, Creative Assistant and Playtester
Qualee helps with the mechanics and balancing some, but is primarily a playtester.
TBD
// Artist
TBD

// CORE DIRECTIVES

DIRECTIVE 01
Atmosphere First
We seek to immerse our players into a feeling that they're in the backrooms trying to survive. Whilst making the opponents lives miserable.
DIRECTIVE 02
Fair and Deep
Liminal rewards thinking, not spending. Competitive depth accessible to newcomers, whilst maintaining a complex system.
DIRECTIVE 03
Community Driven
Our players shape the game and wrote the original stories of the backrooms. Without the original founders of the backrooms we wouldn't have this card game.
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