Advanced Rules Layer

Comprehensive Snap Reference

A technical reference for timing details, edge cases, examples and precise rule application. It deepens the Snap Core Rules without replacing or duplicating the playable Core Rulebook.

Use this page when a normal rules chapter is not detailed enough: judge calls, simulator logic, card templating, counterplay timing, hidden-zone handling and playtest rulings.

Reference Delivery

Download or reuse the technical layer.

Print the Reference for offline review, or export it as Markdown or JSON for judge notes, tooling, simulator logic and future rule revisions.

How to Use

Read the Core Rules first. Use this page for exact application.

Core RulesPrimary play layer.

The Core Rulebook defines the main Snap rules and remains the best entry point for normal play.

ReferenceTechnical depth.

This page explains edge cases, sequencing, legal actions, examples and precise wording.

ExamplesClarifying, not expanding.

Examples show how rules apply. They do not create new card effects or override printed text.

Reference Map

Comprehensive Reference Chapters

This map is organized for lookup rather than first-time learning. Each chapter focuses on a precise rules layer and links back to the Core Rulebook when useful.

01 Reference

Scope & Authority

The Comprehensive Reference explains technical application. It does not rewrite the accepted Snap Core Rules and does not replace Organized Play procedure.

01

Reference purpose

Use the Reference for details that would overload the Core Rulebook: timing windows, legal-state checks, simultaneous effects, Chain handling, examples and terminology used by future tools.

02

Core Rule priority

The Core Rulebook defines the playable Snap rules. The Reference may clarify a compressed Core Rule, but should not introduce unrelated systems or hidden exceptions.

03

Examples and rulings

Examples are interpretive aids. A scenario example is binding only for the described situation and closely related situations with the same rule structure.

04

Organized Play boundary

Tournament logistics, shot clocks, penalties, result reporting and judge procedure belong to Organized Play. This Reference only explains gameplay rules and technical handling.

Back to Reference Map

02 Reference

Rule Objects & Game State

Snap uses a small set of objects and states. Defining them precisely helps card wording, digital implementation and judge calls.

01

Player

A player is the controller of a board, Monster lineup, Support access and Monster Reserve. Player-specific hidden information remains hidden unless a rule or effect reveals it.

02

Card

A card is a physical or digital game object. Its card type determines whether it can fight, be played proactively, answer an action or exist in the Monster Reserve.

03

Monster

A Monster is the only default card object that can occupy the Active Slot or Bench, attack, compare IMP and be defeated in combat. Prime Singulars are Monsters with special entry rules.

04

Support card

Support card is a practical grouping for Spells and Counters. Support Cards are accessed through the deterministic Support system, not by random drawing.

05

Effect

An effect is the gameplay instruction produced by a card or rule. Effects resolve only when their timing is legal and all required targets remain legal at resolution.

06

Legal action

An action is legal only if the current step, card type, zone, timing label and target requirements all allow it. Illegal actions are rewound whenever possible.

07

Game state

The game state is the complete current arrangement of cards, zones, visible information, pending effects, current step, turn player and active restrictions.

Back to Reference Map

03 Reference

Zone Reference

Each zone controls visibility, access, legal targets and card movement. Zone identity matters even when a card remains physically near the board.

ZoneVisibilityDefault ContentsTechnical Notes
Active SlotPublicOne active MonsterCan attack and be attacked. Defeat checks usually focus here unless a rule or effect targets elsewhere.
BenchPublicStandard Bench MonstersHolds inactive Monsters. Bench Monsters normally do not attack unless a keyword or effect allows targeting or movement.
Flex SlotPublicOptional extra Bench-style slotUsed only when the format, effect or board state explicitly allows it. If unavailable, it is not treated as an empty standard Bench slot.
Support DeckFully visible to owner; private assignments hidden from opponentSupport CardsThe deterministic origin of Support access. The owner may inspect the complete own deck manifest and current zones at any time.
Locked Support ZoneIdentities visible to owner; card count only to opponentLocked SupportContains committed Support options. Locked cards are not freely playable until unlocked or otherwise made available.
HandPrivateUnlocked SupportRepresents currently available Support options. Hand does not contain Monsters under normal Snap rules.
Monster ReservePrivateEligible Evolution cards and included Prime SingularsAuxiliary zone for Monster progression. It is not a second hand and cannot be searched unless a rule permits it.
GraveyardPublicDefeated and resolved cardsPublic record of used or defeated cards. Cards there normally cannot act unless an effect explicitly refers to them.
Back to Reference Map

04 Reference

Setup & Initial State

Setup creates the first legal game state. Once setup ends, the game moves into normal Snap timing and first-round restrictions apply.

01

Deck verification

Before play, verify the 25-card structure, legal Monster count, Support count, Singleton rule and Prime Singular limit. Evolution cards and included Prime Singulars are initialized separately in the Monster Reserve as defined by the Core Rules.

02

Starting information

Players should know public format information, card backs, lineup size and any officially required decklist information. Private Support zone assignments, hand content and Monster Reserve contents remain hidden from the opponent unless event policy says otherwise. Each player may inspect their complete own deck manifest and zones.

03

Opening Support commitment

After the starting hand is selected, each player chooses exactly three additional Supports for Opening Lock-in. These cards are committed before Player 1 begins the first turn.

04

First-turn balance

Player 1 skips the Unlock Step on their first turn. Player 2 unlocks one freely chosen Opening Locked Support on their first turn to compensate for acting second.

05

Bench placement

Starting Monsters are placed according to the accepted board structure. A Flex Slot is not automatically available simply because it is printed or shown in a diagram.

06

First-round restrictions

First-round restrictions prevent immediate overloaded interaction. If a card appears to create an exception, apply the printed card only if it directly overrides the restriction.

07

Illegal setup

If an illegal setup is discovered before the first action, correct it. If discovered later, use Organized Play procedure for penalties or repair.

Back to Reference Map

05 Reference

Support Access Details

Support access replaces random draw with visible commitment and delayed availability. Most questions are solved by tracking whether a Support Card is in the deck, locked, unlocked, in hand or resolved.

01

Owner-visible deck information

A player may inspect their complete own deck manifest, card identities and current zones at any time. This does not reveal private hand, Locked Support or face-down card identities to the opponent.

02

Opening Lock-in

During Setup, each player selects exactly three additional Supports as the opening batch. Locked cards are not the same as cards in hand and should not be treated as freely playable.

03

Opening Unlock schedule

Player 1 unlocks one freely chosen opening card in Rounds 2, 3 and 4. Player 2 unlocks one in Rounds 1, 2 and 3, receiving first-turn access as compensation for acting second.

04

Unlock Step

The Unlock Step moves exactly one eligible Support chosen by its controller from Locked Support into the available hand state. The original Lock-in order does not determine Unlock order.

05

Ongoing Single-Card Lock-in

Beginning in Round 4, each player locks exactly one Support during every own Lock-in Phase if possible. That card normally unlocks at the start of the player’s next own turn; the three-card Opening batch never repeats.

06

Removal handling

If a locked Support is removed before it unlocks, it leaves the Locked Support Zone and does not become available unless the removing effect says otherwise.

07

Draw prevention wording

Because Snap has no random draw, draw-prevention-style effects should be read as Support-access prevention only when the card or rules explicitly connect them to Lock-in or Unlock.

08

Open log

Public Support movement should be announced cleanly: locked, revealed, unlocked, played, countered, resolved or moved to Graveyard.

Back to Reference Map

06 Reference

Turn Procedure Matrix

This matrix is a lookup tool. It does not replace the Core Rulebook sequence; it clarifies which actions and windows normally belong to each step.

StepRequirementMain ActionCounter Window
Unlock StepMandatory if locked Support can unlockMove eligible locked Support into the available state.Usually no, unless a card explicitly responds to unlocking.
Flip StepMandatory when face-down Monsters are readyReveal relevant Monsters and establish public board state.No default Chain; triggered abilities wait for the Trigger Resolution step.
Trigger ResolutionMandatory if Triggers existResolve eligible Trigger effects in the defined order.Triggers do not create Chains by default.
Spell PhaseOptionalTurn player may play legal Spells proactively.Yes, after a Spell is played or another effect opens a Counter Window.
Evolution StepOptionalTurn player may perform one legal Evolution if eligible.Only if an effect specifically responds to Evolution.
Prime Singular StepOptionalTurn player may play an eligible Prime Singular by replacement.Only if an effect specifically responds to Prime entry or replacement.
Attack PhaseOptional / limited by legal attackersDeclare attacks, compare IMP and resolve combat.Yes, for legal combat Counters and effects that answer an attack or combat result.
Swap PhaseOptional if legal Swap existsPerform a legal Swap effect or board movement allowed by rules.Only if a card explicitly responds to movement or Swap.
Lock-in PhaseMandatory from Round 4 onward if a legal card remainsLock exactly one Support during every own Lock-in Phase.Usually no, unless a card explicitly answers Lock-in.
End PhaseMandatoryClear temporary effects, check end timing and pass turn.Usually no; delayed end effects resolve according to their timing.
Back to Reference Map

07 Reference

Timing, Priority & Simultaneous Effects

Timing precision keeps Snap deterministic. Every action should be tied to a step, a window and a visible reason it is legal.

01

Timing window

A timing window is the limited moment when a card or rule can be used. Once the window closes, the action cannot be taken retroactively unless a repair procedure allows it.

02

Priority shorthand

The turn player usually acts first during their own optional steps. Responses happen only when a legal Counter Window or explicit response permission exists.

03

Simultaneous effects

When multiple effects become ready at the same time, resolve mandatory public effects first. If more than one controlled effect remains, the controller orders their own effects unless a card specifies otherwise.

04

Missed window

A player misses a window when they pass the point where the action would legally be declared. In casual play, both players may rewind only if no hidden information or meaningful decision changed.

05

Resolution finality

After an effect resolves and the next legal action begins, the resolved effect is final unless it created an illegal game state.

Back to Reference Map

08 Reference

Chains & Counterplay

Chains are limited response structures. They create interaction without turning every step into an unlimited stack.

01

Chain creation

A Chain begins only when a legal Counter is played in a legal Counter Window or a rule explicitly creates Chain timing. Normal Triggers do not create Chains by themselves.

02

LIFO resolution

Resolve the most recent legal Counter first, then continue backward until the original effect or action resolves if it still can.

03

Contribution limits

Each Chain follows the contribution and cap rules defined by the Core Rulebook. Once the cap is reached, no further Counter may be added unless a card explicitly overrides that cap.

04

Illegal target at resolution

If a Counter or effect loses all legal targets before it resolves, it resolves without effect and then goes to the appropriate zone unless the card states otherwise.

05

Negated original effect

If the original effect is negated, Counters already on the Chain still resolve if their own text and targets remain legal.

06

Resonance Counter

Resonance Counter is a future-facing subtype for special Counter interactions. It should be used only when printed on a card or explicitly allowed by the format. It is not required for the Base Set.

Back to Reference Map

09 Reference

Combat & IMP Clarifications

Combat uses IMP comparison, temporary modifiers and defeat timing. The active combat object should remain clear from declaration to finality.

01

Attack declaration

An attack is declared by choosing a legal attacking Monster and a legal target. The declaration itself may open a Counter Window if a legal Counter can respond to attacks.

02

IMP comparison

Compare current IMP after all applicable modifiers have resolved. Base IMP plus temporary modifiers equals current IMP for that combat.

03

Equal IMP

If equal IMP creates no winner under the Core Rules, neither Monster is defeated by comparison unless a card effect says otherwise. If a future format wants mutual defeat, it must say so explicitly.

04

Blocker

Blocker can redirect or absorb combat only at its legal timing. Once combat has resolved, Blocker cannot retroactively change the result.

05

Disruptor

Disruptor may allow targeting beyond the normal Active Slot rule only when the keyword or card text says so. It does not make every Bench Monster a default legal target.

06

Overdrive

Overdrive checks after the first attack has fully resolved. If the required defeat or condition did not happen, the additional attack is not created.

07

Defeat timing

A Monster is defeated only when combat or an effect instructs it to be defeated. Temporary IMP reduction alone does not defeat a Monster unless it is part of a resolving defeat instruction.

Back to Reference Map

10 Reference

Keyword Technical Reference

Keywords are compact rule handles. Their exact timing still depends on the card text, current step and legal target structure.

01

Trigger

A Trigger is an effect that becomes ready when its condition happens. Triggers resolve in the Trigger Resolution step unless the card defines a more specific timing.

02

Blocker

Blocker protects or redirects within combat. It needs a legal combat moment and cannot be used as a generic response to non-combat effects unless printed text allows it.

03

Swap

Swap changes Monster positions or roles according to card text. Persistent Swap access does not bypass timing limits, occupied-slot rules or Prime/Evolution restrictions.

04

Disruptor

Disruptor creates pressure by changing legal targets or interfering with protected positions. Its targeting permission is limited to the specific effect.

05

Overdrive

Overdrive creates a second attack or follow-up combat benefit only after its stated combat condition is satisfied. It does not trigger from non-combat defeat unless card text says so.

06

Multiple keywords

If a Monster has multiple keywords, resolve each only at its legal timing. One keyword does not automatically open a timing window for another.

Back to Reference Map

11 Reference

Prime & Evolution Reference

Prime Singulars and Evolutions both use the Monster Reserve, but they are different systems and should remain separate in wording and play.

01

Prime Singular

A Prime Singular is a unique Monster included in the five-Monster lineup. It begins in the Monster Reserve and enters only when its Prime condition and replacement rules are satisfied.

02

Prime entry

Prime entry is not a normal summon from hand. It is a replacement event from the Monster Reserve and should be announced clearly.

03

Replaced Monster

When a Prime Singular replaces a Monster, move the replaced Monster according to the Core Rulebook or printed effect. The Prime Singular becomes the current Monster object in the relevant slot.

04

Evolution

An Evolution card is not part of the five-Monster lineup. It upgrades a corresponding Monster if eligibility, timing and once-per-turn limits allow it.

05

Evolution stack

An Evolution stack is treated as one Monster object for combat and defeat. If the stack is defeated, the stack is defeated as a unit unless a card explicitly preserves part of it.

06

Prime Evolution

A Prime Evolution follows Evolution structure. It is not the same as a Prime Singular and should not use Prime Singular replacement rules unless explicitly written to do so.

07

Attack restriction

A newly evolved Monster follows the attack restriction defined by the Evolution Rules unless a card directly overrides that restriction.

Back to Reference Map

12 Reference

State-Based Checks & Game End

Snap ends through Monster loss rather than life points, deck-out or resource exhaustion. End checks should be immediate and visible.

01

Active promotion

If the active Monster leaves and a legal Monster remains on the Bench or an available Flex Slot, its controller immediately chooses one and promotes it to the Active Slot. A face-down choice is revealed. This state-based action occurs before optional actions and does not itself open a response window.

02

Defeat condition check

After any required Active promotion, check whether a player has no remaining Monsters whenever a Monster is defeated, removed as a Monster object or otherwise stops counting as a remaining Monster.

03

Immediate ending

When a player meets the defeat condition, the game ends immediately before optional future actions can be taken. Pending optional actions are not created after the game has ended.

04

Mandatory resolving effect

If a single resolving effect defeats the last Monsters of both players at the same time, record the result as a draw during playtesting unless a card, format rule or event policy provides a tiebreaker.

05

No deck-out

Running out of Support Cards does not itself cause defeat. A player loses through Monster loss, not resource or deck exhaustion.

06

No life total

Damage is not tracked as a separate life-point resource. IMP comparison and defeat are the primary combat outcome.

Back to Reference Map

13 Reference

Card Text & Templating Notes

Card text should use stable glossary language and precise timing labels. This keeps physical cards, digital tooling and future rulings aligned.

01

Use timing labels consistently

Printed timing labels such as ON REVEAL, ON ENTRY, PASSIVE, SPELL, COUNTER, PRIME CONDITION and PRIME ENTRY should describe when the effect is allowed to exist, not just when it feels thematically appropriate.

02

Avoid hidden exceptions

If a card overrides a normal rule, the override must be explicit. Do not imply exceptions through flavor language, layout or rarity.

03

Targets before resolution

Cards that choose a target should make the target class clear: active Monster, allied Monster, opposing Monster, Bench Monster, Support Card, Counter or player. If the target becomes illegal, use the normal illegal-target ruling.

04

Duration language

Use stable duration phrases such as until end of turn, until your next turn or during this combat. Avoid vague phrases such as briefly, next moment or for the attack unless they are defined by the rules.

05

Support-access wording

Because Snap does not use random card draw, effects should say lock, unlock, available Support, Locked Support or Support Deck instead of importing draw-language from other card games.

06

Prime wording

Prime Singular effects should distinguish PRIME CONDITION, PRIME ENTRY and replacement. Prime Evolution text should use Evolution vocabulary, not Prime Singular replacement vocabulary.

07

Digital readability

A digital engine should be able to identify timing, target, duration, zone movement and replacement from the text. If a human judge must infer those pieces, the wording is not yet stable.

Back to Reference Map

14 Reference

Expanded Rulings Library

These examples are compact playtest rulings. They are intentionally written as reusable patterns rather than one-off card FAQs.

01Locked Support removed before Unlock

A locked Support removed before its Unlock Step does not become available. Move it as instructed by the removing effect.

02Player 1 first-turn Unlock

Player 1 skips the Unlock Step during their first turn even though three Opening Locked Supports exist. The first one becomes eligible in Round 2.

03Player 2 first-turn Unlock

Player 2 performs the Unlock Step during their first turn and chooses one Opening Locked Support. This is the explicit compensation for acting second.

04Unlock order

When several Locked Supports are present, their controller chooses which one to unlock. The order in which the cards were locked never forces the Unlock order.

05Ongoing Lock-in with cards remaining

Beginning in Round 4, lock exactly one legal Support during every own Lock-in Phase. Never refill to three and never exceed the three-card limit.

06Trigger and Counter in same turn

Resolve eligible Triggers in Trigger Resolution. A Counter may be played only if a legal Counter Window opens later or a card specifically allows it.

07Blocker vs Disruptor

Disruptor can create a legal non-Active target only for its own effect. Blocker can intervene only if the combat timing and card text allow it.

08Overdrive after first attack

Overdrive checks after the first attack fully resolves. If the required defeat did not happen, no extra attack is generated.

09Evolution before attack

A newly evolved Monster follows the Evolution attack restriction. It cannot attack that turn unless the rules or card text explicitly allow it.

10Prime Singular replacement

Prime Singular entry is announced as a replacement from Monster Reserve, not as a Support play or Evolution.

11Chain cap reached

Once the Chain cap is reached, players cannot add additional Counters unless a card explicitly overrides the cap. Resolve the Chain normally.

12Illegal target during resolution

If all required targets are illegal when an effect resolves, the effect resolves without effect and then moves to its destination.

13Forced Active promotion

When the Active Slot becomes empty and a legal field Monster remains, promote one immediately before continuing the current sequence. Reveal it if it was face-down.

14Optional action after game end

If a player has no remaining Monsters, the game has ended. Players do not receive optional follow-up actions after that state-based check.

15Temporary IMP at End Phase

A temporary IMP modifier expires at the duration stated by its source. If it says until end of turn, clear it during the End Phase before the next turn begins.

16Locked Support limit exceeded

If a player attempts to lock more Support Cards than allowed, the excess Lock-in is illegal and should be rewound before hidden information changes.

17Countered Spell destination

A Spell that is countered still resolves its movement to the appropriate destination unless the Counter says to move it elsewhere.

18Counter Window passed

Once both players pass a legal Counter Window and the next game action begins, that response window is closed unless a repair procedure is applied.

19Simultaneous controlled Triggers

If several Triggers controlled by one player become ready at the same time, that player orders them unless a card specifies another order.

20Monster Reserve inspection

The Monster Reserve is private. It may be inspected only by its owner or by a judge/tool when an effect, legality check or dispute requires it.

21Prime Evolution naming

A Prime Evolution uses Evolution timing and stack rules. It is not a Prime Singular merely because its title or lore contains Prime language.

Back to Reference Map