Official Rulebook

Official Snap Format Rules

This is the official rules reference for the Mintayn Snap format. It defines the playable structure, core terminology, timing model and card interactions used by Snap.

If you are new to the game, start with the visual Snap guide first. Use this rulebook when you need exact wording, official structure or a stable reference for playtesting and future competitive rules.

Rulebook Delivery

Download or reuse the rules.

Use PDF, Markdown or Editorial JSON for documentation. Use the separately versioned RulePack for Deckbuilder, validator and Play tooling.

How to Use This Rulebook

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Learn LayerHow-to-Play explains the game.

The beginner guide remains the best starting point for new players.

Rules LayerThis page defines official play.

Use the chapter overview below to jump directly into exact wording and timing references.

Event LayerOrganized Play stays separate.

Tournament procedures live in Organized Play, not inside the core rule sequence.

Chapter Overview

Jump to a rule section.

Use this page as the official Snap rules reference. Jump to any chapter below or read from top to bottom.

Preface

Introduction

This introduction preserves the original Snap Rulebook opening as official context. It explains the format identity before the numbered rule chapters begin.

Status: Approved introductionLayer: Official RulebookEditorial: Preserved and clarified

Snap is Mintayn’s fastest and most accessible competitive format. It is designed for short, decisive matches while preserving tactical decision-making, bluffing and long-term planning.

Snap removes traditional resource systems and random card draw. Instead, it uses deterministic card access, delayed commitment and board-state-driven escalation. Every decision matters, and mistakes can create lasting pressure.

Design Goals

The Snap format is built around five core design goals:

Speed
Matches should be short and decisive.
Clarity
Game states should remain readable and judgeable.
Skill Expression
Outcomes should be driven by planning, prediction and timing rather than luck.
Minimal Overhead
Snap avoids unnecessary stat tracking, resource management and zone complexity.
Spectator Readability
Games should be understandable to observers without requiring deep system knowledge.

Snap is not a simplified game. It is a compressed format designed to create fast decisions without removing tactical depth.

Match Characteristics

Typical match duration:5–10 minutes.

Primary audience:Beginners, returning players and competitive players.

Primary use cases:Casual play, teaching games, tournaments, public demos and hybrid physical/digital play.

The format is intended to scale from introductory play to high-level tournament play without changing its core rules.

What Snap Intentionally Removes

Snap deliberately removes several mechanics common in other card games:

  • No resource systems, including mana, energy, costs or comparable resource curves.
  • No random card draws.
  • No Life Points or abstract health totals.
  • No deck-out victory or deck-out defeat conditions.

These removals are intentional. They shift the pressure of the game onto board presence, timing, commitment and Monster-based progression, which form the heart of Snap’s identity.

Back to chapter overview ↑

Official Chapter 1

1. Core Principles

Snap is built on deterministic access, visible commitment and Monster-based pressure. These principles define the foundation of the format before the later technical chapters explain objective, deck construction, zones, combat and timing.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Core Principles of SnapPresentation: RB2b editorial upgrade
Deterministic accessCommitmentHidden informationFinite MonstersEmergent depthConditional pivots
01

No Randomness in Card Access

Outcomes should be driven by decisions rather than card-access variance.

Snap contains no random draws. Players do not draw cards at random during normal play.

All card access is governed by explicit rules. Support Cards are accessed through the format’s lock-and-unlock structure, while Monster progression is governed by board state and legal Monster access.

This ensures that outcomes are driven by decisions rather than card-access variance.

02

Commitment Over Reaction

Snap rewards choices made before certainty exists.

Snap prioritizes early commitment over late reaction.

Players must commit Support access before knowing exactly how the board will evolve. Once committed, these decisions cannot be changed unless a legal card effect or official rule explicitly allows it.

Correct anticipation is rewarded. Incorrect anticipation is punished. Snap is a game about choosing before certainty exists.

03

Hidden Information and Bluffing

Snap creates tension through structured uncertainty, not confusion.

Snap uses hidden information selectively.

Monsters may begin the game face-down on the Bench. Support Cards may be locked face-down before becoming available. This creates bluffing and uncertainty without overwhelming secrecy.

Hidden information is revealed through structured steps, not arbitrary effects. The goal is tension, not confusion.

04

Finite Monsters as the Pressure Engine

Monster loss replaces life totals as the main source of pressure.

Snap does not use Life Points.

Instead, each player has a finite number of Monsters. Every defeated Monster permanently reduces that player’s remaining options. Pressure increases as Monsters are revealed, defeated and replaced.

The game accelerates toward a conclusion through Monster loss, not artificial timers, resource exhaustion or deck-out pressure.

05

Deterministic Systems, Emergent Depth

Predictable systems can still create unpredictable games.

Snap’s systems are deterministic, but its gameplay is not predictable.

Depth emerges from the interaction between locked decisions and evolving board states, the timing of Evolutions and Prime Singulars, and the tension between aggression and restraint.

Snap avoids complexity through excessive exceptions. It creates depth through interaction.

06

Prime Singulars as Conditional Pivots

Prime Singulars are powerful timing pivots, not guaranteed finishers.

Prime Singular Monsters are conditional pivots, not guaranteed finishers.

A Prime Singular may stabilize a losing position, swing momentum or close a game, but only if it can be deployed under the correct conditions.

Their role reinforces Snap’s emphasis on planning, survival and timing rather than inevitability.

Back to chapter overview ↑

Official Chapter 2

2. Game Objective

This chapter defines how a Snap game is won, what counts as a remaining Monster, why Life Points and deck-out do not determine the game, and when the game ends.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Win Condition & End of GameEditorial: Clarified for public play
Primary win conditionMonsters remainingNo Life PointsNo deck-outImmediate end timing
01

Primary Win Condition

Win by eliminating the opponent’s legal Monster presence.

A player wins the game immediately when their opponent has no Monsters remaining.

This occurs when all opposing Monsters that can legally exist on the field are defeated and the opponent has no legal way to bring additional Monsters into play.

There is no delayed end-of-round check and no separate tiebreaker unless an official variant or event rule explicitly defines one.

02

Monsters Remaining

Only Monsters that can legally exist on the field matter for the win condition.

For the purpose of the win condition, “Monsters remaining” refers only to Monsters that can legally exist on the field.

Evolution cards do not count as independent Monsters. Prime Singulars count as Monsters only if they are included in the deck and have not been defeated.

A player who cannot legally field any Monster has lost the game.

03

No Life Points and No Deck-Out

Victory is never caused by life totals or support-deck exhaustion.

Snap has no Life Points, health totals or comparable abstract life system.

Running out of Support Cards does not cause defeat. Exhausting the Support Deck has no automatic consequence.

Victory and defeat are determined exclusively through legal Monster presence.

04

Immediate End Timing

The game ends as soon as the win condition is met.

If the win condition is met at any point during a turn, the game ends immediately.

No further effects resolve unless an official rule or legal card text explicitly states otherwise.

This applies even if the win condition is met during combat resolution or effect resolution.

Back to chapter overview ↑

Official Chapter 3

3. Deck Construction

This chapter defines how a Snap deck is built, how Monster and Support slots are counted, how Singleton applies, and what may be placed in the Monster Reserve.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Deck ConstructionEditorial: Chapter preserved
25 cards5 Monsters20 Support CardsSingletonPrime Singular limitMonster Reserve
01

Deck Size

A Snap deck consists of exactly 25 cards.

A Snap deck consists of exactly 25 cards.

There are no sideboards, wishboards or optional deck cards unless an official variant or event rule explicitly allows them.

02

Monster Lineup

Each Snap deck contains exactly five Monster cards.

These five cards define the player’s Monster lineup for the entire game.

A Prime Singular, if included, counts toward this five-Monster limit and occupies one of the Monster slots.

Monsters not included in the Monster lineup cannot enter play under any circumstances. The five-Monster limit is absolute.

03

Support Deck

Each Snap deck contains exactly twenty Support Cards.

Support Cards consist of Spell cards and Counter cards in any legal mix, unless a specific format or event rule defines additional restrictions.

The Support Deck is used for the lock-and-unlock structure of Snap.

A player may inspect their complete own deck manifest, card identities and current card zones at any time. This private owner access does not reveal hidden zone assignments to the opponent.

Support Cards are not accessed through random draw during normal play.

04

Singleton Rule

Each card name may appear only once per deck.

Snap uses a strict singleton rule.

Each card name may appear only once per deck. This applies to Monsters, Spells, Counters, Evolutions and Prime Singulars.

There are no exceptions unless an official variant or event rule explicitly allows them.

05

Prime Singular Limit

A Snap deck may include at most one Prime Singular by default.

A Prime Singular counts as a Monster for deck construction. If included, it occupies one of the five Monster slots.

If no Prime Singular is included, all five Monster slots may be base Monsters.

Prime Singular limits may be adjusted only by explicit format or event rules.

06

Monster Reserve

The Monster Reserve holds only corresponding Evolution cards and Prime Singular cards included in the Monster lineup.

In addition to the 25-card deck, each player prepares a Monster Reserve.

The Monster Reserve is an auxiliary zone used to hold Monster-related cards that do not begin the game on the field. It exists solely to support Monster progression and escalation.

The Monster Reserve may contain only Evolution cards corresponding to the deck’s Monsters and Prime Singular cards included in the Monster lineup. No other cards may be placed in the Monster Reserve.

The Monster Reserve has no independent size limit. However, it may contain only cards that directly correspond to the five Monster cards in the deck.

Evolution cards do not count toward the five-Monster limit. The Monster Reserve does not expand a player’s Monster count.

Cards in the Monster Reserve are not drawn, selected, locked, unlocked or added to the hand. They are played directly from the Monster Reserve when their respective conditions are met.

Back to chapter overview ↑

Official Chapter 4

4. Format-Neutral Card System

This chapter defines how Mintayn separates physical card identity from format-specific gameplay properties, and how Snap uses the official rules layer and database to assign playable values.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Format-Neutral Card SystemEditorial: Chapter preserved
Full-art minimal printingFormat-assigned propertiesRules database authorityCross-format reuse
01

Full-Art, Minimal Printing

Physical cards preserve identity; formats supply rules.

Mintayn cards are designed as full-art cards with minimal printed gameplay information.

Physical cards do not need to encode every Snap-specific value directly on the card.

Stats, timing rules, costs, keyword assignments and other format-specific properties may be defined outside the printed card when the active format requires them.

This allows the same card identity to remain usable across multiple formats without requiring a new physical printing for every rules update or format variation.

02

Format-Assigned Properties

Snap assigns the values needed for Snap play.

Snap assigns the gameplay-relevant properties required for Snap play.

These may include IMP values, keyword abilities, timing tags, class interactions and other format-specific effects or restrictions.

A card’s printed identity does not automatically define its full Snap functionality.

The Snap rules layer determines how that card functions within the Snap format.

03

Rules Database and Companion Reference

The official rules database or companion reference is authoritative for Snap play.

For Snap play, the official rules database or companion reference is authoritative for format-assigned properties.

Players may reference the official database during play.

Judges and event organizers use the official database or companion reference to resolve disputes involving current card text, IMP values, keyword assignments, timing tags or format legality.

The physical card represents identity. The active rules layer supplies the playable format definition.

04

Cross-Format Reuse

A card identity can support multiple official formats.

The same physical Mintayn card may behave differently across different Mintayn formats.

A Monster that has a specific IMP value or keyword package in Snap may have a different role, rules profile or progression model in another format.

Snap is one official interpretation layer for Mintayn cards.

Snap is not a closed system that permanently defines every possible use of a card.

Back to chapter overview ↑

Official Chapter 5

5. Card Types

This chapter defines the card types recognized by Snap and establishes their basic roles, timing profiles and zone relationships before later chapters define full timing, setup and resolution rules.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Card TypesEditorial: Chapter preserved

Reading tip: Card-type symbols are used here as small orientation marks directly beside the official rule sections, similar to their use in the Gallery. The rules below remain the main reference.

01

Monster Cards

Only Monsters may attack, be attacked or be defeated.

Monster cards are the core units of Snap.

Each Monster belongs to one of the five Mintayn classes, has exactly one combat stat called IMP, may possess one or more keyword abilities and may exist face-down or face-up on the field.

Only Monsters may attack, be attacked or be defeated.

02

Spell Cards

Spells are proactive Support Cards.

Spell cards are proactive Support Cards.

A Spell may be played only during its controller’s own Spell Phase, unless a legal card effect or official rule explicitly states otherwise.

Spells are class-bound. A player may play a Spell only if they control a face-up Monster of the same class.

Spells provide buffs, control, protection, tempo shifts and utility.

03

Counter Cards

Counters are reactive Support Cards and require permitted response windows.

Counter cards are reactive Support Cards.

A Counter may be played only during a permitted response window.

Counters are class-bound. A player may play a Counter only if they control a face-up Monster of the same class, unless a legal card effect or official rule explicitly states otherwise.

Only Counter cards may create or extend chains.

Counters enable negation, prevention, redirection and tactical surprises.

04

Evolution Cards

Evolutions modify existing Monsters from the Monster Reserve.

Evolution cards represent progression of an existing Monster.

Evolution cards are stored in the Monster Reserve.

They are not Support Cards and do not count as independent Monsters for deck construction or win-condition purposes.

An Evolution card modifies an existing Monster rather than occupying a separate Monster slot.

Evolution cards are accessed directly from the Monster Reserve when their conditions are met.

05

Prime Cards

Prime Evolutions and Prime Singulars are separate Prime structures.

Snap distinguishes between two Prime card structures: Prime Evolutions and Prime Singulars.

Prime Evolutions are third-stage Evolutions. They follow the standard Evolution rules and represent the peak development of a Monster line.

Prime Singulars are unique legendary Monsters. They enter play by replacement, not by Evolution.

Prime Singulars are subject to strict activation conditions and count toward the five-Monster limit.

Prime Singulars are defined in detail in the Prime Singular rules section.

Back to chapter overview ↑

Official Chapter 6

6. Game Zones

This chapter defines the zones and game areas used by Snap. Each zone has a specific purpose, access rule and interaction boundary.

Status: Approved rulebook rewriteLayer: Official RulebookChapter: Zones & Game AreasEditorial: Chapter preserved

Zone Overview

Legal play areas at a glance.

Use this diagram as a visual map. The official rules below define each zone and its interaction boundaries.

Defeated / GraveyardUsed or defeated cards.
Active MonsterCombat-relevant Monster in play.
BenchFour standard Bench slots plus a separate optional Flex Slot.
Flex
HandPlayable Support Cards.
Support DeckPrepared Support supply.
Locked SupportCommitted Support for future turns.
Monster ReserveEvolution cards and Prime Singular access.
01Zone Boundaries

Cards stay in their designated zones.

02Legal Access & Movement

Cards move or become available only when rules or effects allow it.

03Reserve Restrictions

Reserve cards are not in play unless accessed legally.

01

Active Slot

The Active Slot contains the combat-relevant Monster.

The Active Slot contains exactly one active Monster per player.

Only the active Monster may declare attacks. Only the active Monster may be attacked by default. The active Monster is always face-up.

If the active Monster leaves the Active Slot and the controller has one or more legal Monsters on the Bench or an available Flex Slot, that controller immediately chooses one and moves it into the Active Slot.

A face-down Monster chosen this way is revealed immediately. This promotion is a state-based action and does not itself open a response window unless a rule or legal card effect explicitly says otherwise.

02

Bench

The Bench holds present Monsters that are not actively fighting.

Each player has four standard Bench slots. The Flex Slot is separate and is used only when a legal rule or card effect makes it available.

Bench Monsters may be face-down or face-up. Bench Monsters cannot attack unless they become active.

Face-down Monsters are hidden information. Their identity is known only to their controller. Face-down Monsters have no active abilities and no IMP value.

Face-up Bench Monsters are public information. Their abilities may apply if relevant. Certain abilities, such as Blocker, function only while the Monster is face-up on the Bench.

03

Support Deck

The Support Deck contains the player’s Spell and Counter cards.

The Support Deck contains exactly twenty Support Cards.

Cards in the Support Deck are never drawn randomly. A player may inspect their entire own deck manifest, card identities and current card zones at any time.

The opponent may know the public decklist when the format requires it, but private zone assignments such as hand and Locked Support identities remain hidden.

The Support Deck exists only for the lock-and-unlock structure of Snap.

04

Locked Support Zone

Locked Supports are committed future Support access.

The Locked Support Zone holds Support Cards that have been committed for future turns.

Locked Supports are placed face-down. Their identities remain visible to their controller as part of the controller’s deterministic deck information, but hidden from the opponent. Locked Supports are not part of the hand.

Locked Supports cannot be played, discarded or revealed unless a legal card effect or official rule explicitly refers to them.

05

Monster Reserve

The Monster Reserve holds eligible Monster-related cards.

The Monster Reserve is a private auxiliary zone.

It stores Monster-related cards that do not begin the game on the field but may enter play later under specific conditions.

The Monster Reserve is not a deck and does not function like one.

The Monster Reserve may contain only Evolution cards corresponding to the deck’s Monsters and Prime Singular cards included in the Monster lineup. No other cards may be placed in the Monster Reserve.

Cards in the Monster Reserve are never drawn, selected, locked, unlocked or added to the hand. They are played directly from the Monster Reserve when their conditions are met.

06

Hand

The hand contains playable Support Cards.

The hand contains Support Cards that have been unlocked or otherwise added by a legal rule or card effect.

Only cards in hand may be played as Spells or Counters.

There is no hand size limit unless a legal card effect or official rule states otherwise.

07

Graveyard

The Graveyard holds used Support Cards and defeated Monster cards.

The Graveyard holds all used and defeated cards.

Defeated Monsters are sent to the Graveyard. Entire Evolution stacks are sent together. Used Spells and Counters are sent to the Graveyard after resolution.

Cards in the Graveyard are public information.

08

Zone Boundaries

Zone boundaries are strict.

Unless a legal card effect or official rule explicitly states otherwise, cards in one zone cannot target cards in another zone.

Locked Supports cannot be interacted with unless a rule or card effect explicitly refers to them.

Cards in the Monster Reserve cannot be affected by effects unless a rule or card effect explicitly refers to the Monster Reserve.

Zone boundaries prevent unintended interactions.

Back to chapter overview ↑

Official Chapter 7

7. Setup

This chapter defines the complete setup sequence before the first reveal. It verifies deck legality, establishes the starting player, places Monsters, prepares Support access and defines the transition into normal play.

Status: Finalized core chapterLayer: Official RulebookChapter: Game SetupTiming: Before first reveal
01Deck Verification

Confirm legal deck size, ratio, singleton and Prime limits.

02Starting Player

Determine Player 1 and Player 2 before placement begins.

03Monster Placement

Place all five lineup Monsters through the Prime or no-Prime setup.

04Monster Reserve

Initialize legal Evolution and Prime Singular access.

05Support Selection

Select exactly five Support Cards for the starting hand.

06Opening Reveal

Reveal both active Monsters simultaneously after setup.

07First Round

Apply first-round restrictions before standard play begins.

08Standard Play

Transition to the normal round structure from Round 2 onward.

01

Deck Verification

Before setup begins, each player verifies that their Snap deck is legal.

Each player must confirm that their deck contains exactly twenty-five cards.

Each deck must contain exactly five Monster cards and exactly twenty Support Cards.

Each deck must follow the Singleton Rule: each card name may appear only once per deck.

Each deck may include at most one Prime Singular unless an official variant or event rule explicitly allows otherwise.

Illegal decks must be corrected before setup begins.

02

Determine Starting Player

The starting player is determined before cards are placed for the first round.

The method for determining the starting player may be defined by tournament procedure, event rules, mutual agreement or another official method.

The starting player is Player 1. The other player is Player 2.

Any rule that refers to Player 1 or Player 2 during setup or the first round uses this determination.

03

Monster Placement

Each player places their complete opening Monster structure before the first reveal.

Each player prepares their five-card Monster lineup according to Deck Construction.

One non-Prime Monster is placed into the Active Slot face-down unless a rule or legal card effect instructs otherwise.

If the lineup contains no Prime Singular, the four remaining non-Prime Monsters are placed face-down into the four standard Bench slots.

If the lineup contains a Prime Singular, the three remaining non-Prime Monsters are placed face-down into three standard Bench slots, one standard Bench slot begins empty, and the Prime Singular begins in the Monster Reserve.

The Flex Slot is separate from the four standard Bench slots. It is not available during setup unless a rule or legal effect explicitly allows it.

Prime Singulars never begin on the Bench and may enter only through the Prime Singular rules.

The order of face-down Bench Monsters is chosen by their controller and remains hidden unless a rule or legal card effect reveals it.

04

Monster Reserve Initialization

Each player prepares their Monster Reserve after the opening Monster structure is placed.

The Monster Reserve may contain only Evolution cards corresponding to the deck’s Monsters and Prime Singular cards included in the Monster lineup.

No other cards may be placed in the Monster Reserve.

Evolution cards in the Monster Reserve do not count toward the five-Monster limit and do not count as Monsters remaining for the win condition unless they legally modify an existing Monster.

Prime Singular cards in the Monster Reserve count as part of the five-Monster lineup because they occupy a Monster slot during deck construction.

Monster Reserve contents are private information unless a rule or legal card effect reveals them.

05

Starting Support Selection

Each player prepares the starting Support access required for the first round.

Each player selects exactly five Support Cards from their own Support Deck.

The five selected cards form that player’s starting hand.

Starting Support selection is not random draw. Players select from their own Support Deck according to the rules.

After the starting hand is established, each player selects exactly three additional Support Cards and places them face-down in their Locked Support Zone as the Opening Lock-in.

The identity and zone of every own Support Card remain visible to its owner. Opening Locked Supports remain hidden from the opponent.

Support Cards that are not selected remain in the Support Deck until later Support Access rules make them available.

06

Opening Reveal

Both active Monsters are revealed together after setup is complete.

After both players have completed Monster placement, Monster Reserve initialization and Starting Support Selection, but before Player 1 begins the first turn, both active Monsters are revealed simultaneously.

All Bench Monsters remain face-down unless a rule or legal card effect explicitly reveals them.

Any ON REVEAL abilities created by the opening reveal become ready simultaneously and resolve during the first Trigger Resolution before either player may play a Spell.

07

First-Round Restrictions

The first round uses special restrictions before normal play begins.

Both active Monsters are already face-up from the Opening Reveal.

Player 1 may use eligible Spell cards during the first round if the rules allow them, but Player 1 may not attack during the first round.

Player 1 does not unlock a Support Card during their first turn. Their three Opening Locked Supports remain committed for Rounds 2, 3 and 4.

Player 2 may use eligible Spell and Counter cards during the first round if a legal timing window allows them, but Player 2 may not attack during the first round.

To compensate for acting second, Player 2 performs an Unlock Step during their first turn and unlocks exactly one of their three Opening Locked Supports of their choice.

Neither player performs another Lock-in during Round 1 because the Opening Lock-in was completed during Setup.

These restrictions exist only for the first round unless another official rule or legal card effect extends them.

08

Transition to Standard Play

After the first round, the game transitions into the standard Snap structure.

Beginning with Round 2, the normal Round Structure applies.

Player 1 unlocks one freely chosen Opening Locked Support in each of Rounds 2, 3 and 4. Player 2 unlocks one in each of Rounds 1, 2 and 3.

During Round 4, each player begins the ongoing cadence by locking exactly one Support during their own Lock-in Phase.

Players follow the normal sequence of Unlock Step, Reveal Step, Trigger Resolution, Spell Phase, Evolution Step, Prime Singular Step, Attack Phase, Swap Phase, Lock-in Phase and End Phase.

No first-round restriction continues into standard play unless an official rule or legal card effect explicitly states otherwise.

Back to chapter overview ↑

Official Chapter 8

8. Support Access & Locked Support Selection

Snap replaces random card draw with deterministic Support access based on delayed commitment. Players use a starting hand, lock future options face-down and unlock committed Supports later, creating planning, bluffing and imperfect information without top-deck randomness.

Status: Finalized core chapterLayer: Official RulebookChapter: Support AccessTiming: Opening Lock-in, Seat-Asymmetric Opening Unlock, Ongoing Single-Card Lock-in, Unlock
01No Random Draws

Support Cards are selected through access rules, never top-decked.

02Locked Support Concept

Locked Supports are committed future actions.

03Opening Lock-in

During Setup, each player locks exactly three Supports.

04Opening Unlock Schedule

Player 1 unlocks in Rounds 2–4; Player 2 unlocks in Rounds 1–3.

05Ongoing Lock-in

From Round 4 onward, exactly one Support is locked at the end of each own turn.

06Unlocking Locked Supports

Locked Supports become hand cards only through legal unlock timing.

07Maximum Locked Supports

A player may never have more than three Locked Supports.

08Draw Prevention

Draw prevention also blocks selection, locking and unlocking.

09Removal of Locked Supports

Removed Locked Supports are not automatically replaced.

10Open Log Handling

Lock and unlock actions are announced without revealing identities.

11Monster Access Separation

Monster Reserve cards never use Support access.

01

No Random Draws

Support cards are never drawn randomly.

Support Cards are accessed exclusively through the lock-and-unlock system defined in this chapter, unless a legal card effect explicitly states otherwise.

Any effect that would cause a player to draw a card instead refers to the Support access rules in this chapter, unless that effect explicitly defines a different procedure.

Snap contains no hidden top-deck information. Players do not rely on random card draw to access Support Cards.

02

Locked Support Concept

Locked Supports represent committed future actions.

Locked Support Cards are selected in advance from the Support Deck and placed face-down in the Locked Support Zone.

Once a Support Card is locked, its identity cannot be exchanged for another card unless a rule or legal card effect explicitly allows it.

The controller may always inspect the identities and current zones of all cards in their own deck. The opponent does not see which Supports are locked or available in hand.

Locked Supports become available only after the controller freely chooses and unlocks one during a legal Unlock Step.

This system forces players to plan ahead without perfect information while preserving deterministic access.

03

Opening Lock-in

During Setup, each player performs the Opening Lock-in before the first turn begins.

During Opening Lock-in, each player chooses exactly three Support Cards from their Support Deck.

Chosen cards are placed face-down in the Locked Support Zone.

The three Locked Supports form a batch. Their controller chooses their Unlock order later; there is no fixed first, second or third lock position.

If fewer than three Support Cards remain in the Support Deck, the player locks all remaining legal Support Cards.

Opening Lock-in is separate from the starting hand established during Setup.

04

Opening Unlock Schedule

The Opening Lock-in uses a seat-asymmetric Unlock schedule to compensate Player 2 for acting second.

Player 1 skips the Unlock Step during their first turn and unlocks exactly one freely chosen Opening Locked Support at the start of their turns in Rounds 2, 3 and 4.

Player 2 unlocks exactly one freely chosen Opening Locked Support at the start of their turns in Rounds 1, 2 and 3.

If no Locked Support is present or unlocking is prevented, no card is unlocked during that turn.

Unlock order is always chosen by the controller and is not determined by the order in which the cards were locked.

05

Ongoing Single-Card Lock-in

Beginning with each player’s own Lock-in Phase in Round 4, ongoing Lock-ins contain exactly one Support Card.

The three-card batch is exclusive to Opening Lock-in and is never refilled or repeated.

From Round 4 onward, the active player selects exactly one Support Card from their Support Deck during every own Lock-in Phase if a legal card remains and locking is not prevented.

That Support is normally the one unlocked at the start of the player’s next own turn. The player then locks one new Support at the end of that turn.

If several Locked Supports exist because of an effect or a prevented Unlock, the controller still chooses which eligible card to unlock.

If locking is prevented by a rule or legal card effect, no card is locked.

A player may not lock a Support Card if doing so would exceed the maximum number of Locked Supports.

A Support Card cannot be locked if it is already in another zone.

06

Unlocking Locked Supports

When unlocking is allowed, it happens at the start of the active player’s turn before the Flip Step.

At the start of each turn in which unlocking is legal, before the Flip Step, the active player must choose exactly one Locked Support and move it to their hand. Its identity remains private from the opponent.

If multiple Locked Supports are present, the active player chooses which one to unlock.

If no Locked Supports are present, this step is skipped.

Unlocking a Support Card does not override timing. Spell cards still require legal Spell timing, and Counter cards still require a legal response window.

07

Maximum Locked Supports

A player may never have more than three Locked Supports at any time.

If a player already has three Locked Supports, they may not lock additional cards.

This limit applies to all lock-in methods, including Opening Lock-in, ongoing single-card Lock-in and card effects that lock Support Cards.

If an effect would lock more cards than the limit allows, only the legal number may be locked unless the effect explicitly states otherwise.

08

Interaction with Draw Prevention

Effects that prevent drawing also prevent Support access actions.

Any effect that prevents drawing also prevents selecting Support Cards, locking Support Cards and unlocking Locked Supports.

If unlocking is prevented, the Locked Support remains face-down and no replacement card is gained.

If locking is prevented, no Support Card is selected for that lock action.

09

Removal of Locked Supports

Locked Supports can be removed only by rules or legal card effects.

If a Locked Support is removed by an effect, it is sent to the Graveyard unless that effect states otherwise.

A removed Locked Support is not replaced automatically.

Any other Locked Supports remain eligible for later Unlock Steps.

Locked Supports are binding commitments; removing one does not create an immediate replacement lock.

10

Open Log Handling

Lock-related actions must be announced without revealing hidden identities.

When a player locks Support, they must announce the action verbally, such as “I lock one Support” or “I lock three Supports.”

When a player unlocks Support, they must announce the action verbally, such as “I unlock one Support.”

The identity of Locked Supports is not announced while they remain face-down.

Judges may inspect Locked Supports only to resolve a rules dispute.

11

Separation from Monster Access

Support access rules apply only to Support Cards.

Evolution Cards and Prime Singulars do not interact with the Support access system.

Monster Reserve cards are never locked, unlocked or selected through Support access.

Support access and Monster progression are intentionally separate systems.

A rule or effect that refers to Support access does not apply to the Monster Reserve unless it explicitly says so.

Back to chapter overview ↑

Official Chapter 9

9. Turn Structure

Snap uses a fixed, transparent turn structure. Each turn proceeds through the same sequence of steps, with clearly defined timing windows and interaction rules. Unless a rule or effect explicitly states otherwise, players may act only during the step in which an action is permitted.

Status: Finalized core chapterLayer: Official RulebookChapter: Turn StructureTiming: All rounds with a Player 1 first-turn Unlock exception
01Round Overview

Each round contains one turn per player in alternating order.

02Unlock Step

Legal Locked Support access happens before any other step.

03Flip Step

The active player flips exactly one face-down Bench Monster.

04Trigger Resolution

Triggers from Flip or entry resolve immediately.

05Spell Phase

The active player may play legal Spells from hand.

06Evolution Step

One legal Evolution may be performed from the Monster Reserve.

07Prime Singular Step

A Prime Singular may enter only when all conditions are met.

08Attack Phase

Attack declaration, Blocker, Counter and combat windows resolve.

09Swap Phase

The active player may use the once-per-game manual Swap.

10Lock-in Phase

From Round 4 onward, exactly one Support is locked each own turn if legal.

11End Phase

The active player ends their turn and priority passes.

01

Round Overview

A game of Snap is played in rounds.

Each round consists of one turn per player, taken in alternating order.

All turns follow the sequence defined in this chapter, with the explicit first-round restrictions from Setup and Support Access.

Player 1 skips the Unlock Step on their first turn. Player 2 performs it on their first turn to compensate for acting second.

02

Unlock Step

At the start of the active player’s turn, before any other step, the Unlock Step occurs.

If unlocking is legal and the active player has one or more Locked Supports, they must choose exactly one Locked Support and move it to their hand. Its identity remains private from the opponent.

Player 1 skips this step during their first turn. Player 2 does not skip it and unlocks one Opening Locked Support during their first turn.

If the player has no Locked Supports, this step is skipped.

If unlocking is prevented by an effect, no card is unlocked.

No player may respond during the Unlock Step unless an effect explicitly allows it.

03

Flip Step

The active player must flip exactly one eligible face-down Bench Monster.

If the active player controls any face-down Monsters on their Bench, they must flip exactly one of them face-up.

The flipped Monster is revealed and becomes face-up immediately.

The Monster remains on the Bench unless moved by an effect.

Face-down Monsters that are not flipped remain hidden.

No player may act during the Flip Step itself.

04

Trigger Resolution

All Trigger abilities activated by the Flip Step or by a Monster entering play resolve now.

Trigger abilities resolve immediately.

Trigger abilities do not use the chain.

Trigger abilities are not counterable unless a Counter explicitly has Resonance (Counter) and targets a Trigger labeled [on reveal] or [on entry].

If multiple Trigger abilities activate simultaneously, the active player chooses their resolution order.

05

Spell Phase

During the Spell Phase, the active player may play Spell Cards from their hand.

Any number of Spells may be played, unless restricted by an effect.

Class-binding rules apply.

After each Spell is played, the opponent may respond with Counters where permitted.

Spell Cards do not create chains by themselves.

06

Evolution Step

Once per turn, the active player may perform one Evolution.

The evolved Monster must be face-up.

The Evolution Card is accessed directly from the Monster Reserve and placed on top of the Monster, forming a stack.

After performing an Evolution during a turn, the active player may not declare attacks this turn.

If an attack was declared earlier in the turn, the attack immediately fizzles and the Attack Phase ends.

07

Prime Singular Step

If all activation conditions are met, the active player may play their Prime Singular.

The Prime Singular replaces the active Monster.

The replaced Monster is sent to the Graveyard unless stated otherwise.

Playing a Prime Singular does not count as an Evolution.

Prime Singular entry occurs during this step only.

08

Attack Phase

If the active player is allowed to attack, the Attack Phase proceeds through fixed combat windows.

Attack Declaration: the active Monster may declare one attack. The target is normally the opponent’s active Monster.

If the attacking Monster has Disruptor, it may instead target a face-up Bench Monster.

Blocker Window: after an attack is declared, the defending player may assign one face-up Bench Monster with the Blocker keyword. The assigned Blocker becomes the new target of the attack. If no Blocker is assigned, the original target remains.

Counter Window: after the Blocker window, both players may play Counter Cards. Counter Cards may modify, negate or otherwise affect the attack. Counters form chains and resolve in last-in, first-out order.

Combat Resolution: after all Counters resolve, combat is resolved using the IMP system. The losing Monster is defeated and sent to the Graveyard. On a tie, no Monster is defeated.

If the attacking Monster has Overdrive, it may declare a second attack after the first resolves. All attack windows repeat for the second attack.

09

Swap Phase

Once per game, the active player may perform a manual Swap.

The active Monster is exchanged with a different face-up Bench Monster.

This Swap does not require a card effect.

Effects that cause Swaps do not consume this once-per-game action.

The opponent may not respond unless an effect explicitly allows it.

10

Lock-in Phase

At the end of the active player’s turn, Support Cards may be locked.

The Opening Lock-in is completed during Setup and does not repeat during Round 1.

No normal Lock-in occurs during Rounds 2 and 3 because the three-card Opening Lock-in is still supplying the opening turns.

Beginning in Round 4, each player locks exactly one Support Card during every own Lock-in Phase if a legal card remains and locking is not prevented.

Locked Supports are placed face-down in the Locked Support Zone.

If locking is prevented, no card is locked.

11

End Phase

The active player ends their turn.

No automatic effects occur unless explicitly stated.

Priority passes to the opponent.

Back to chapter overview ↑

Official Chapter 10

10. Combat System (IMP)

Snap resolves all combat using a single numerical value: IMP, or Impulse Value. IMP condenses attack power, defense, speed, resilience and tactical advantage into one clear stat, enabling fast combat resolution without secondary calculations or resource tracking.

Status: Finalized core chapterLayer: Official RulebookChapter: Combat SystemCore Stat: IMP
01IMP Definition

Every Monster has exactly one combat stat.

02Resolution

Final IMP values are compared after all windows close.

03Modifiers

Temporary IMP changes stack unless specified otherwise.

04Bench Targeting

Disruptor may target face-up Bench Monsters.

05Evolved Defeat

Defeated Evolution stacks go to the Graveyard together.

06Finality

Once comparison begins, no new actions are taken.

07Overdrive

One additional attack may repeat all attack windows.

08Design Intent

Combat is quick, readable and irreversible.

01

IMP Definition

Every Monster in Snap has exactly one stat: IMP.

IMP represents the Monster’s total combat effectiveness at the moment of combat.

Typical ranges are: 1000–3000 for weak to average Monsters, 4000–8000 for advanced or tactically specialized Monsters, and 9000–10000+ for elite or boss-level Monsters.

IMP values are assigned by the Snap format and surfaced through the companion app or official rules database.

02

Combat Resolution Procedure

Combat occurs when an active Monster declares an attack during the Attack Phase.

After all Blocker and Counter windows have closed, determine the final IMP of the attacking Monster.

Determine the final IMP of the defending Monster.

Compare the two values.

The Monster with the higher IMP wins the combat.

The losing Monster is defeated and sent to the Graveyard.

If both Monsters have equal IMP, the combat is a draw and neither Monster is defeated.

Combat resolution is immediate and final once IMP comparison occurs.

03

Temporary IMP Modifiers

Some effects modify a Monster’s IMP.

Unless explicitly stated otherwise, IMP modifiers are temporary.

Temporary modifiers apply only for the current combat unless the effect defines a different duration.

Multiple modifiers stack additively unless specified otherwise.

After combat resolves, all temporary IMP modifiers for that combat expire.

When resolving combat, always use the modified IMP values.

04

Bench Targeting and Disruptor

Normally, an attack must target the opponent’s active Monster.

If the attacking Monster has Disruptor, it may target a face-up Bench Monster instead.

The defending player may still assign a Blocker during the Blocker Window.

Disruptor allows players to bypass front-line defenses without removing the active Monster first.

05

Defeat of Evolved Monsters

Evolution stacks are defeated as a whole.

If the defeated Monster is part of an Evolution stack, the entire stack is sent to the Graveyard together.

All stages in that stack are considered defeated.

There is no partial survival of lower stages unless an effect explicitly states otherwise.

06

Combat Finality

Once combat resolution begins, the outcome cannot be interrupted retroactively.

No additional actions may be taken.

No further Counters may be played.

Combat outcomes cannot be altered retroactively.

This prevents loops, ambiguity and delayed reactions.

07

Multiple Attacks: Overdrive

Overdrive allows a Monster to perform multiple attacks.

If the attacking Monster has Overdrive, it may declare one additional attack during the same Attack Phase.

After the first combat resolves, all attack windows repeat for the second attack.

Overdrive does not bypass Evolution attack restrictions.

Each attack is resolved independently.

08

Combat Design Intent

This section is non-normative and explains why IMP combat is structured this way.

The IMP system is designed to minimize rules overhead, maximize readability and ensure decisive outcomes.

Combat in Snap is meant to be quick, clear and irreversible.

Positioning, timing and preparation matter more than prolonged exchanges.

Back to chapter overview ↑

Official Chapter 11

11. Monster Abilities & Keywords

Monster abilities in Snap are expressed through keywords. Keywords define when and how a Monster interacts with the game state and provide a shared rules vocabulary across all cards. A Monster may have one or more keywords; unless stated otherwise, keyword effects are mandatory.

Status: Finalized core chapterLayer: Official RulebookChapter: Monster AbilitiesScope: Face-up Monsters
01Trigger

Automatic abilities caused by reveal, entry or specified conditions.

02Blocker

Face-up Bench Monsters may intercept attacks.

03Swap

Card effects may exchange Bench and active positions.

04Disruptor

Active Monsters may target face-up Bench Monsters.

05Overdrive

Active Monsters may declare one additional attack.

06Multiple Keywords

Keywords function independently unless rules say otherwise.

07Scope & Zones

Keywords depend on face-up status and zone placement.

08Design Intent

Simple keywords create readable complex gameplay.

01

Trigger

Trigger abilities activate automatically when a specified condition is met.

Common Trigger timings include [on reveal], when the Monster is flipped face-up during the Flip Step, and [on entry], when the Monster enters the Active Slot or is placed face-up by an effect.

Trigger abilities resolve immediately when their condition is met.

Trigger abilities do not use the chain.

Trigger abilities are not counterable unless a Counter explicitly has Resonance (Counter) and targets a Trigger labeled [on reveal] or [on entry].

If multiple Trigger abilities activate simultaneously, the active player chooses the order of resolution.

02

Blocker

Blocker is a defensive keyword used by Bench Monsters.

A face-up Bench Monster with Blocker may intercept an incoming attack.

Blocker may be used only during the Blocker Window.

Only one Blocker may be assigned per attack.

The Blocker replaces the original target.

Combat resolves against the Blocker instead of the original target.

Blocker allows players to protect key Monsters and redistribute combat pressure.

03

Swap

Swap allows a Monster to exchange positions with the active Monster through its own effect.

Swap effects move a Monster between the Bench and the Active Slot.

Using Swap via a Monster ability does not consume the once-per-game Swap Phase.

Swap timing is defined by the card’s text.

Swap enables positional play without expending limited global actions.

04

Disruptor

Disruptor modifies attack targeting.

A Monster with Disruptor may attack a face-up Bench Monster instead of the opponent’s active Monster.

Disruptor applies only while the Monster is active.

Disruptor does not bypass Blocker or Counter windows.

The defending player may assign a Blocker as normal.

Disruptor creates tactical pressure on support structures and exposed Bench Monsters.

05

Overdrive

Overdrive allows a Monster to perform multiple attacks.

A Monster with Overdrive may declare one additional attack during each Attack Phase.

After the first attack resolves, all attack windows repeat.

Overdrive does not override Evolution or attack-lock restrictions.

Overdrive represents sustained offensive momentum rather than burst damage.

06

Multiple Keywords

A Monster may have multiple keywords.

Each keyword functions independently.

If multiple keywords trigger at the same time, resolve them using the Timing Table.

Keywords never override core rules unless explicitly stated.

07

Keyword Scope and Zones

Unless stated otherwise, keyword scope depends on face-up status and zone.

Keywords function only while the Monster is face-up.

Bench-only keywords, such as Blocker, do not function while active.

Active-only keywords, such as Disruptor and Overdrive, do not function on the Bench.

08

Keyword Design Intent

This section is non-normative and explains why Snap uses a limited keyword vocabulary.

Keywords in Snap are intentionally limited in number, clearly scoped in timing and consistent across formats.

Complex gameplay emerges from the interaction of simple, readable keywords rather than from bespoke rules text.

Back to chapter overview ↑

Official Chapter 12

12. Prime Singular Rules

Prime Singulars are unique legendary Monsters that represent decisive late-game pivots. Unlike Evolutions, they do not build upon an existing Evolution stack. They enter play through replacement and strict activation conditions, and they are not guaranteed to appear in every game.

Status: Finalized core chapterLayer: Official RulebookChapter: Prime Singular RulesAccess: Monster Reserve
01Deckbuilding

A Prime Singular is a Monster and occupies one of five Monster slots.

02Reserve Placement

Prime Singulars begin dormant in the Monster Reserve.

03Activation

Four Monsters must have been revealed or played and the condition must be fulfilled.

04Replacement

The Prime Singular replaces the active Monster face-up.

05Timing

Prime Singulars enter only during the Prime Singular Step.

06Defeat

A defeated Prime Singular goes to the Graveyard permanently.

07Monster Limits

Prime Singulars count as Monsters and never expand the lineup.

08Design Intent

A Prime Singular is a pivot, not a win button.

01

Deckbuilding Status

A Prime Singular is a Monster card and counts toward the player’s five-Monster lineup.

By default, a deck may include at most one Prime Singular.

If included, it occupies one of the five Monster slots.

If no Prime Singular is included, all five Monster slots may be base Monsters.

Prime Singular limits may be modified only by explicit format or event rules.

02

Monster Reserve Placement

Prime Singulars begin the game in the Monster Reserve.

They do not start on the Bench.

They are not part of the Support Deck.

They are never drawn, selected, locked or unlocked.

Prime Singulars remain dormant until their activation conditions are met.

03

Activation Threshold

A Prime Singular may be played only if all activation requirements are satisfied.

At least four of the player’s Monsters must have been revealed or played at any point during the game, regardless of whether those Monsters are still on the field.

The Prime Singular’s printed activation condition must also be fulfilled.

Monsters that were revealed and later defeated still count toward the four-Monster threshold.

A Prime Singular cannot be played automatically. Its activation threshold and its own condition must already be fulfilled before it may enter from the Monster Reserve.

04

Entry and Replacement

When a Prime Singular is played, it enters through replacement.

It replaces the player’s active Monster.

The replaced Monster is sent to the Graveyard unless the Prime Singular explicitly states otherwise.

The Prime Singular enters play face-up as the new active Monster.

Playing a Prime Singular does not count as an Evolution.

05

Timing and Restrictions

A Prime Singular may be played only during the Prime Singular Step of the active player’s turn.

Playing a Prime Singular does not consume the once-per-turn Evolution limit.

Unless explicitly stated otherwise, playing a Prime Singular does not retroactively affect actions already taken during the turn.

Prime Singulars may impose additional restrictions or effects through their own card text.

06

Defeat of a Prime Singular

When a Prime Singular is defeated, it is removed like a defeated Monster.

It is sent to the Graveyard like any other Monster.

It does not return to the Monster Reserve.

Defeating a Prime Singular does not immediately end the game unless the opponent has no Monsters remaining.

A defeated Prime Singular is considered permanently removed.

07

Prime Singular and Monster Limits

Prime Singulars count as Monsters for all rules purposes.

They occupy one of the five Monster slots.

They do not increase the number of Monsters a player may field.

Replacing a Monster with a Prime Singular does not free a Monster slot.

08

Prime Singular Design Intent

This section is non-normative and explains the role of Prime Singulars in Snap.

Prime Singulars reward survival into the late game.

They create decisive but conditional power spikes.

They punish overextension without guaranteeing victory.

A Prime Singular is a pivot, not a win button.

Back to chapter overview ↑

Official Chapter 13

13. Evolution Rules

Evolution represents long-term progression of a Monster. It trades immediate tempo for future power and therefore imposes strict timing and attack restrictions. Evolution is a game action, not a card-access mechanic.

Status: Finalized core chapterLayer: Official RulebookChapter: Evolution RulesAccess: Monster Reserve
01Eligibility

Only eligible face-up Monsters may evolve.

02Evolution Access

Evolution Cards are accessed directly from the Monster Reserve.

03Once per Turn

Only one Evolution may be performed globally each turn.

04Procedure

The Evolution Card is stacked on top of the existing Monster.

05Attack Restriction

After evolving, the active player may not attack that turn.

06Stack Defeat

Defeated Evolution stacks go to the Graveyard together.

07Prime Evolutions

Prime Evolutions are highest stages of standard Evolution lines.

08Monster Limits

Evolution modifies a Monster and does not add a new one.

09Design Intent

Evolution rewards planning and creates vulnerability windows.

01

Eligibility

A Monster may be evolved only if all eligibility conditions are met.

The Monster must be face-up.

The Monster must be either on the Bench or in the Active Slot.

The player must have access to the exact next Evolution stage for that Monster in their Monster Reserve.

The Evolution must not be prohibited by an effect.

Face-down Monsters cannot be evolved.

02

Evolution Access

Evolution Cards are accessed directly from the Monster Reserve.

Evolution Cards are not drawn.

Evolution Cards are not selected through Support access.

Evolution Cards are not locked or unlocked.

Evolution Cards are never added to the hand.

When the conditions are met, the Evolution may be performed immediately during the legal Evolution Step.

03

Once-per-Turn Evolution Limit

A player may perform at most one Evolution per turn, globally.

This limit applies across all Monsters.

Prime Evolutions count toward this limit.

If multiple Evolutions are possible, the player must choose one.

This restriction prevents burst progression and preserves tempo balance.

04

Evolution Procedure

When a Monster evolves, the Evolution Card is placed on top of the existing Monster.

All lower stages remain underneath.

The stack forms a single unit.

Only the top card of an Evolution stack is considered active for IMP, abilities and targeting unless an effect explicitly states otherwise.

05

Attack Restriction After Evolution

After performing an Evolution during a turn, the active player may not declare attacks for the remainder of that turn.

If an attack was declared earlier in the same turn, the attack immediately fizzles and the Attack Phase ends.

This restriction applies regardless of whether the evolved Monster is active or on the Bench.

The restriction connects Evolution directly to Turn Structure and Combat timing.

06

Defeat of an Evolution Stack

If an evolved Monster is defeated, the entire Evolution stack is sent to the Graveyard together.

All stages are considered defeated.

There is no partial survival of lower stages unless explicitly stated by an effect.

07

Prime Evolutions

Prime Evolutions represent the highest stage of a standard Evolution line.

A Prime Evolution may be placed only on top of an already evolved Monster.

Prime Evolutions are subject to the same once-per-turn Evolution limit.

Prime Evolutions impose the same attack restriction: the player may not attack on the turn the Prime Evolution is performed.

Prime Evolutions typically provide significant IMP increases and powerful abilities.

08

Evolution and Monster Limits

Evolution Cards modify existing Monsters rather than creating new ones.

Evolution Cards are not Monsters for deck construction purposes.

Evolution Cards do not count toward the five-Monster limit.

Evolution Cards do not increase the number of Monsters a player may have on the field.

Evolution modifies an existing Monster rather than creating a new one.

09

Evolution Design Intent

This section is non-normative and explains why Evolution is intentionally constrained.

Evolution rewards foresight and planning.

Evolution punishes reckless timing.

Evolution creates clear windows of vulnerability.

A well-timed Evolution can decide a game, while a poorly timed one can lose it.

Back to chapter overview ↑

Official Chapter 14

14. Chains & Counterplay

Snap uses a restrained and clearly scoped reaction system. Interaction is concentrated into defined windows and limited to Counter Cards to preserve pace, readability and decision weight.

Status: Finalized core chapterLayer: Official RulebookChapter: Chains & CounterplayScope: Counter Cards only
01Chain Creation

Counters responding to Spells or Counters create chains.

02Chain Windows

Counters appear only in defined legal windows.

03Chain Limits

Each player may add up to three Counters per chain.

04Resolution

Chains resolve last-in, first-out.

05Triggers

Triggers do not use chains except limited Resonance interaction.

06Simultaneous Effects

Active player orders them without opening a chain.

07Combat Counterplay

Attack, Blocker, Counter and combat windows stay fixed.

08Examples

Spell and combat chains show practical resolution.

09Design Intent

Counterplay is impactful, bounded and readable.

01

Chain Creation

A chain is created when a player responds to a Spell or another Counter with a Counter Card.

Only Counter Cards may create or extend chains.

Spell Cards do not create chains by themselves.

A chain exists only while Counters are being added in response.

If no Counter is played, the original card resolves immediately.

02

Chain Windows

Counters may be played only during specific timing windows.

A Counter may be played after a Spell is played during the Spell Phase.

A Counter may be played during the Counter Window of an attack.

A Counter may be played when a card effect explicitly permits it.

Counters may not be played outside these windows unless a card explicitly states otherwise.

03

Chain Limits

Snap enforces a strict chain cap to prevent excessive back-and-forth.

Each player may contribute up to three Counter Cards to a single chain.

This creates a maximum of six total chain links.

If a player has reached their chain contribution limit, that player may not add further Counters to that chain.

04

Chain Resolution

Chains resolve in last-in, first-out order.

The most recently played Counter resolves first.

Resolution continues backward through the chain until all effects have resolved.

Once chain resolution begins, no further cards may be added.

05

Interaction with Triggers

Monster Trigger abilities follow special rules.

Trigger abilities do not use the chain.

Trigger abilities resolve immediately when their condition is met.

Trigger abilities are not counterable unless a Counter explicitly has Resonance (Counter) and targets a Trigger labeled [on reveal] or [on entry].

If a Trigger is countered by a Resonance Counter, it does not resolve.

06

Simultaneous Effects Outside Chains

Simultaneous effects outside chains are ordered without creating a chain.

If multiple effects would resolve simultaneously outside of a chain, the active player chooses the order of resolution.

This choice does not create a chain.

No Counter window opens unless explicitly stated.

07

Combat Counterplay

Combat counterplay follows the fixed Attack Phase windows.

First, the attack is declared.

Then the Blocker Window opens.

Then the Counter Window opens.

Counters are played and resolved during that Counter Window.

After the Counter Window closes and all Counters resolve, combat resolves.

No Counter may be played once combat resolution begins.

08

Example Chains

These examples are illustrative and do not create additional rules.

Spell Chain: Player A plays a Spell. Player B plays a Counter to negate it. Player A plays a Counter to negate Player B’s Counter. Resolution begins with Player A’s Counter, then Player B’s Counter, then Player A’s Spell resolves if it was not negated.

Combat Chain: Player A declares an attack. Player B assigns a Blocker. Player A plays a Counter to boost IMP. Player B plays a Counter to negate the boost. Resolution begins with Player B’s Counter, then Player A’s Counter, then combat resolves using the final IMP values.

09

Counterplay Design Intent

This section is non-normative and explains why Snap limits chains.

Snap’s counter system is intentionally limited.

Interaction exists, but is bounded.

Long counter wars are prevented.

Players must choose carefully when to commit reactive resources.

Counterplay is impactful, not ubiquitous.

Back to chapter overview ↑

Official Chapter 15

15. Timing Sequence

This chapter provides a condensed, authoritative reference for Snap’s timing structure. In case of ambiguity, this sequence takes precedence over informal descriptions and should be used to align Turn Structure, Support Access, Combat, Evolution, Prime Singulars and Chains.

Status: Finalized timing referenceLayer: Official RulebookChapter: Timing SequencePriority: Authoritative Summary
01Round Start

No automatic effects; priority starts with the active player.

02Unlock Step

Exactly one chosen Locked Support becomes available, except on Player 1’s first turn.

03Flip Step

Exactly one face-down Bench Monster is flipped when present.

04Triggers

Flip and entry Triggers resolve immediately outside chains.

05Spell Phase

Spells may be played from hand with legal Counter windows.

06Evolution

One Evolution may be performed and disables attacks this turn.

07Prime Singular

Prime may replace the active Monster if all conditions are met.

08Attack Phase

Attack, Blocker, Counter, combat and Overdrive windows resolve.

09Swap Phase

The once-per-game manual Swap may occur if unused.

10Lock-in Phase

Support Cards lock according to the Support Access chapter.

11End Phase

The active player ends the turn and priority passes.

12Interruption Summary

Only explicit windows allow interruption.

01

Round Start

At the start of a round, no automatic effects occur unless a rule or effect explicitly states otherwise.

Priority is with the active player.

The turn proceeds according to the standard sequence defined in this reference.

02

Unlock Step

If the active player has Locked Supports, the Unlock Step is checked before any other turn step.

If unlocking is legal, the active player chooses exactly one Locked Support and moves it to their hand without revealing its identity to the opponent.

Player 1 skips this step during their first turn. Player 2 performs it during their first turn and chooses one Opening Locked Support.

If unlocking is prevented by an effect, no card is unlocked.

If no Locked Supports are present, this step is skipped.

No player may act during the Unlock Step unless an effect explicitly permits it.

03

Flip Step

If the active player controls any face-down Bench Monsters, they must flip exactly one face-down Bench Monster face-up.

The flipped Monster is revealed immediately.

No actions or responses are permitted during the Flip Step itself.

04

Trigger Resolution

All Trigger abilities that activate because of the Flip Step or a Monster entering play resolve now.

Trigger abilities resolve immediately.

Trigger abilities do not use the chain.

Trigger abilities are not counterable unless a Counter explicitly has Resonance (Counter) and targets a Trigger labeled [on reveal] or [on entry].

If multiple Triggers activate simultaneously, the active player chooses the order of resolution.

05

Spell Phase

The active player may play Spell Cards from their hand.

Any number of Spells may be played unless restricted by an effect.

Class-binding rules apply.

After each Spell, Counter windows open where permitted.

Spell Cards do not create chains by themselves.

06

Evolution Step

The active player may perform one Evolution if all Evolution rules are satisfied.

The evolved Monster must be face-up.

The Evolution Card is placed from the Monster Reserve onto the Monster.

After an Evolution, the active player may not attack this turn.

If an attack was declared earlier, it fizzles immediately.

07

Prime Singular Step

If all activation conditions are met, the active player may play their Prime Singular.

The Prime Singular replaces the active Monster.

The replaced Monster is sent to the Graveyard unless stated otherwise.

This step is separate from Evolution.

08

Attack Phase

If the active player is allowed to attack, the Attack Phase resolves through fixed windows.

Attack Declaration: declare the attacking Monster and the target.

Blocker Window: the defending player may assign one eligible Blocker.

Counter Window: players may play Counters; chains are formed and resolved in last-in, first-out order.

Combat Resolution: IMP values are compared, then defeat or draw is resolved.

Overdrive may grant an additional attack, repeating all attack windows.

09

Swap Phase

If the once-per-game manual Swap has not yet been used, the active player may swap the active Monster with a face-up Bench Monster.

No responses are allowed unless explicitly stated by a rule or effect.

10

Lock-in Phase

At the end of the active player’s turn, Support Cards may be locked according to Support Access.

Opening Lock-in occurs during Setup and is the only Lock-in that contains three Support Cards.

Beginning in Round 4, the player locks exactly one Support during every own Lock-in Phase if possible.

Locked Supports are placed face-down. If more than one is present, their later Unlock order is freely chosen by their controller.

If locking is prevented, no card is locked.

11

End Phase

The active player ends their turn.

No automatic effects occur unless explicitly stated.

Priority passes to the opponent.

12

Priority and Interruption Summary

Snap restricts interruption to preserve a clean timing structure.

Triggers resolve immediately and outside chains.

Only Counter Cards create chains.

No actions may interrupt the Flip Step, Trigger Resolution or Combat Resolution.

When multiple effects resolve simultaneously outside a chain, the active player chooses the order.

Back to chapter overview ↑

Official Chapter 16

16. Design Philosophy & Intent

This final chapter explains the design intent behind Snap. It is non-normative: it does not introduce new rules and does not override any previous section. Its purpose is to clarify why Snap is structured the way it is.

Status: Non-normative intent chapterLayer: Official RulebookChapter: Design PhilosophyEffect: No new rules
01No Random Draws

Uncertainty comes from commitment, not top-deck luck.

02Commitment

Players decide before future board states are known.

03System Separation

Support, Monsters, Evolution and Prime roles stay distinct.

04Monster Reserve

Progression is governed by board state, not card access.

05Finite Monsters

Pacing comes from permanent Monster loss.

06Prime Pivots

Prime Singulars create turning points, not guaranteed wins.

07Limited Interaction

Counterplay is bounded but meaningful.

08Readability

The game is designed to be judgeable and watchable.

09Scalability

Snap grows by depth, not exception bloat.

10Final Note

The core question is what the player decided.

01

Why Snap Removes Random Draws

Snap deliberately eliminates random card draws.

Randomness is not replaced by perfect information.

Instead, Snap introduces deterministic access combined with delayed commitment: players know what they will eventually have access to, but not when it will become relevant.

This creates uncertainty without luck.

Victory in Snap is earned by anticipation, not by top-decking.

02

Commitment as a Core Skill

Snap is built around the idea that commitment is a skill.

Players must lock Support Cards before knowing future board states.

Players must place Monsters face-down without immediate payoff.

Players must evolve or deploy Prime Singulars at the cost of tempo.

Once a decision is committed, it cannot be revised casually.

Mistakes are visible, permanent and meaningful.

Snap rewards players who are willing to decide under uncertainty.

03

Separation of Systems

Snap deliberately separates its core systems.

Support access is about planning and bluffing.

Monster placement is about positioning and pressure.

Evolution and Prime Singulars are about timing and escalation.

These systems do not compete for the same resource.

They interact indirectly through the board state.

This separation prevents overload and preserves clarity.

04

The Monster Reserve as a Structural Tool

The Monster Reserve is not a deck, resource or hand extension.

It exists to remove unnecessary friction from Evolution and Prime play.

It ensures progression is governed by board state rather than card access.

It keeps the game fast and readable.

By decoupling Monster progression from card selection, Snap avoids complexity while increasing unpredictability.

05

Finite Monsters as the Pacing Engine

Snap replaces Life Points with finite Monsters.

Every Monster lost permanently reduces a player’s future options.

There is no abstraction layer between action and consequence.

This creates natural pacing: early restraint, midgame brinkmanship and late-game inevitability.

Games end because options run out, not because a counter reaches zero.

06

Prime Singulars as Pivotal Moments

Prime Singulars are not guaranteed finishers.

They are conditional pivots that reward survival, punish reckless aggression and reshape the game state when deployed correctly.

A Prime Singular played too early may fail.

A Prime Singular played too late may never matter.

They exist to create turning points, not certainty.

07

Limited Interaction, High Impact

Snap restricts interaction to clear windows.

Only Counters create chains.

Chains are capped.

Triggers resolve cleanly and predictably.

This ensures that interaction is impactful rather than constant.

Players must choose when to fight over effects.

08

Competitive and Spectator Readability

Snap is designed to be judgeable and watchable.

Few zones, clear phases, limited hidden information and immediate combat resolution make the game easier to follow.

A spectator can understand what happened even without knowing every reason why.

A judge can resolve disputes without unnecessary interpretation layers.

09

Scalability Without Exception Bloat

Snap is designed as a stable foundation.

Future expansions may introduce new keywords, additional Prime Singulars and alternative formats.

However, the foundational principles are not intended to change.

Snap grows by depth, not by accumulating exceptions.

10

Final Note

Snap is a format for players who are willing to commit, predict and accept risk.

It rewards foresight over reaction, planning over improvisation and clarity over complexity.

Snap does not ask: “What did you draw?”

It asks: “What did you decide?”

Back to chapter overview ↑

Comprehensive Reference

The full rulebook system is connected.

The Core Rules remain the playable layer. The Rules hub, Comprehensive Reference, Glossary and Organized Play pages provide navigation, precision and event procedure without overloading the main Rulebook.

Version Notes

Public rulebook foundation.

v0.6.3

The three-card batch is now correctly limited to Opening Lock-in. Beginning in Round 4, each player locks exactly one Support during every own Lock-in Phase and normally unlocks it at the start of the next own turn.

v0.6.2

The deterministic Support system aligned the three-card Opening Lock-in, seat-asymmetric first-turn Unlock timing and owner-visible deck information. Obsolete Freeze Period wording was removed.

v0.6.1

Setup and zone wording were aligned with the first published machine RulePack. The editorial JSON remains separate from the normative RulePack export and REST endpoint.

v0.6.0

This foundation release kept the accepted Core Rules structure, navigation, export wording and lookup-layer behavior.

Core Rules

The Core Rulebook remains the playable entry point. Detailed timing, edge cases and terminology are handled by the Reference and Glossary so the main rules stay readable.

Reference Layers

The Comprehensive Reference and Glossary are maintained as lookup layers for players, judges, card text review and future digital tools.