Snap Format — Rulebook
1. Introduction
1.1 What Snap Is
Snap is Mintayn’s fastest and most accessible competitive format.
It is designed to resolve duels within minutes while preserving deep tactical decision-making, bluffing, and long-term planning.
Snap removes traditional resource systems and random card draw entirely. Instead, it replaces them with deterministic access, delayed commitment, and board-state–driven escalation. Every decision matters, and mistakes are permanent.
1.2 Design Goals
The Snap format is built around the following core goals:
- Speed: Matches are short and decisive.
- Clarity: All game states are readable and judgeable.
- Skill Expression: Outcomes are driven by planning, prediction, and timing—not luck.
- Minimal Overhead: Few stats, few zones, and no resource tracking.
- Spectator Readability: Games can be followed without deep system knowledge.
Snap is not a simplified game. It is a compressed one.
1.3 Match Characteristics
- Typical match duration: 5–10 minutes
- Playstyle: Fast, tactical, commitment-driven
- Audience: Beginners to competitive players
- Use cases: Tournaments, casual play, public demos, hybrid physical/digital play
Snap is designed to scale from teaching games to high-level tournament play without changing its core rules.
1.4 What Snap Intentionally Removes
Snap deliberately excludes several mechanics common in other card games:
- No resource systems (mana, energy, costs, etc.)
- No random card draws
- No Life Points or abstract health totals
- No deck-out victory or defeat conditions
These removals are intentional. They shift all pressure onto board presence, timing, and commitment, which form the heart of Snap’s identity.
2. Core Principles of Snap
2.1 No Randomness in Card Access
Snap contains no random draws.
Players never draw cards at random. All card access is deterministic and governed by explicit rules. Support cards are accessed through a structured lock-and-unlock system, while Monster progression is governed entirely by board state.
This ensures that outcomes are driven by decisions, not variance.
2.2 Commitment Over Reaction
Snap prioritizes early commitment over late reaction.
Players must commit to Support cards before knowing how the board will evolve. Once committed, these decisions cannot be revised unless an effect explicitly allows it.
Correct anticipation is rewarded. Incorrect anticipation is punished.
Snap is a game about choosing before certainty exists.
2.3 Hidden Information and Bluffing
Snap uses hidden information selectively:
- Monsters begin the game face-down on the Bench.
- Support cards are locked face-down before becoming available.
This creates bluffing and uncertainty without overwhelming secrecy. Hidden information is always revealed through structured steps, not arbitrary effects.
The goal is tension, not confusion.
2.4 Finite Monsters as the Pressure Engine
Snap has no Life Points.
Instead, each player has a finite number of Monsters. Every Monster defeated permanently reduces a player’s remaining options.
Pressure increases naturally as Monsters are revealed, defeated, and replaced. The game accelerates toward a conclusion without artificial timers or resource exhaustion.
2.5 Deterministic Systems, Emergent Depth
Although Snap’s systems are deterministic, 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 exceptions. It achieves depth through interaction.
2.6 Prime Singulars as Conditional Pivots
Prime Singular Monsters are not guaranteed finishers.
They are conditional, late-game pivots that reward survival, foresight, and timing. A Prime Singular may stabilize a losing position, swing momentum, or close a game—but only if deployed under the right conditions.
Their existence reinforces Snap’s emphasis on planning and endurance rather than inevitability.
3. Win Condition & End of Game
3.1 Primary Win Condition
A player wins the game immediately when their opponent has no Monsters remaining.
This occurs when:
- all Monsters on the field are defeated, and
- the opponent has no legal way to bring additional Monsters into play.
There is no delay, end-of-round check, or tiebreaker. The game ends instantly.
3.2 Definition of “Monsters Remaining”
For the purpose of the win condition:
- Only Monsters that can legally exist on the field are considered.
- Evolution cards do not count as independent Monsters.
- Prime Singulars count as Monsters only if included in the deck and not yet defeated.
A player who cannot field any Monster has lost the game.
3.3 No Life Points and No Deck-Out
Snap has no Life Points, health totals, or similar abstractions.
Likewise:
- running out of Support cards does not cause defeat,
- exhausting the Support Deck has no automatic consequence.
Victory and defeat are determined exclusively through Monster presence.
3.4 Immediate End Timing
If the win condition is met at any point during a turn:
- the game ends immediately,
- no further effects resolve unless explicitly stated otherwise,
- the opponent is declared the winner.
This applies even if the condition is met during combat resolution or effect resolution.
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4. Deck Size & Construction
Snap uses a fixed and minimal deck structure. All deckbuilding rules are strict and enforce clarity, balance, and predictability.
4.1 Deck Size
A Snap deck consists of exactly 25 cards.
There are no sideboards, wishboards, or optional cards unless a variant explicitly allows them.
4.2 Monster Lineup (5 Cards)
Each deck contains exactly five (5) 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.
- Monsters not included in the lineup cannot enter play under any circumstances.
The five-Monster limit is absolute.
4.3 Support Deck (20 Cards)
Each deck contains exactly twenty (20) Support cards, consisting of any mix of:
- Spell cards
- Counter cards
Support cards form the Support Deck, which is used exclusively for the lock-and-unlock system described later.
4.4 Singleton Rule
Snap enforces a strict singleton rule.
- Each card name may appear only once per deck.
- This applies to:
- Monsters
- Spells
- Counters
- Evolutions
- Prime Singulars
There are no exceptions unless a variant explicitly allows them.
4.5 Prime Singular Limit
By default, a deck may include at most one (1) Prime Singular.
- 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 slots may be base Monsters.
Prime Singular limits may be adjusted only by explicit format or event rules.
4.6 Monster Reserve (Deck Construction Rule)
In addition to the 25-card deck, players prepare a Monster Reserve.
4.6.1 Purpose
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.
4.6.2 Allowed Contents
The Monster Reserve may contain:
- Evolution cards corresponding to the deck’s Monsters
- Prime Singular cards included in the Monster lineup
No other cards may be placed in the Monster Reserve.
4.6.3 Size and Limits
- 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.
4.6.4 Access Rules
Cards in the Monster Reserve:
- are not drawn,
- are not selected,
- are not locked or unlocked,
- are never added to the hand.
They are played directly from the Monster Reserve when their respective conditions are met.
5. Format-Neutral Card System
Snap uses a format-neutral card philosophy. Physical cards are intentionally minimal and do not encode gameplay values directly.
5.1 Full-Art, Minimal Printing
All Mintayn cards are full-art and contain no printed:
- stats,
- costs,
- timing rules,
- or format-specific text.
This ensures long-term reusability across multiple formats.
5.2 Format-Assigned Properties
All gameplay-relevant properties are assigned by the Snap format, including:
- IMP values,
- keyword abilities,
- timing tags,
- class interactions.
These properties are defined in an authoritative rules database or companion application.
5.3 Companion App and Rules Database
During play:
- the companion app or rules database is considered authoritative,
- players may reference it at any time,
- judges resolve disputes using it as the final reference.
The physical card represents identity; the format layer supplies rules.
5.4 Cross-Format Reuse
The same physical card may behave differently across formats.
For example:
- a Monster with 500 IMP in Snap may function as a multi-stage boss in another format.
Snap is one interpretation layer, not a closed system.
6. Card Types
Snap distinguishes between five fundamental card types. Each type has a clearly defined role and timing.
6.1 Monster Cards
Monster cards are the core units of Snap.
Each Monster:
- belongs to one of five classes
(Coreon, Fluxion, Synaphera, Obscura, Aetherion), - has exactly one stat: IMP,
- may possess one or more keyword abilities,
- exists either face-down or face-up on the field.
Only Monsters may attack, be attacked, or be defeated.
6.2 Spell Cards
Spell cards are proactive Support cards.
- They may be played only during your own Spell Phase.
- Any number of Spells may be played per turn, unless restricted by an effect.
- Spells are class-bound:
you may play a Spell only if you control a face-up Monster of the same class.
Spells provide buffs, control, protection, tempo shifts, and utility.
6.3 Counter Cards
Counter cards are reactive Support cards.
- They may be played only during permitted response windows.
- Counter cards are also class-bound.
- Only Counter cards may create or extend chains.
Counters enable negation, prevention, redirection, and tactical surprises.
6.4 Evolution Cards
Evolution cards represent progression of an existing Monster.
- They are stored in the Monster Reserve.
- They are not Support cards and not Monsters.
- They modify an existing Monster rather than occupying a Monster slot.
Evolution cards are accessed directly when their conditions are met.
6.5 Prime Cards
Snap distinguishes between two types of Prime cards.
6.5.1 Prime Evolutions
Prime Evolutions are third-stage Evolutions.
- They follow the standard Evolution rules.
- They represent peak development of a Monster line.
6.5.2 Prime Singulars
Prime Singulars are unique legendary Monsters.
- They enter play via replacement, not Evolution.
- They are subject to strict activation conditions.
- They count toward the five-Monster limit.
Prime Singulars are detailed separately in later sections.
7. Zones & Game Areas
Snap uses a small number of clearly defined zones. Each zone has a specific purpose and strict interaction boundaries.
Unless a card explicitly states otherwise, cards may not move between zones except as described in the rules.
7.1 Combat Field (Active Slot)
The Combat Field 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 is removed, defeated, or replaced, another Monster must immediately become active if possible.
7.2 Bench
The Bench represents Monsters that are present but not actively fighting.
- Each player has four (4) Bench slots.
- Bench Monsters may be face-down or face-up.
- Bench Monsters cannot attack unless moved to the active slot.
7.2.1 Face-Down Monsters
- Monsters placed face-down are hidden information.
- Their identity is known only to their controller.
- Face-down Monsters have no active abilities and no IMP value.
7.2.2 Face-Up Monsters
- Face-up Bench Monsters are public information.
- Their abilities may apply if relevant.
- Certain abilities (e.g., Blocker) function only while the Monster is face-up on the Bench.
7.3 Support Deck
The Support Deck contains all Support cards in the deck.
- The Support Deck consists of exactly 20 cards.
- Cards in the Support Deck are never drawn randomly.
- Players may browse their own Support Deck freely when selecting or locking cards.
The Support Deck exists exclusively for the lock-and-unlock system.
7.4 Locked Support Zone
The Locked Support Zone holds Support cards that have been committed for future turns.
- Locked Supports are placed face-down.
- Locked Supports are hidden information.
- Locked Supports are not part of the hand.
Locked Supports cannot be played, discarded, or revealed unless an effect explicitly refers to them.
7.5 Monster Reserve
The Monster Reserve is a private auxiliary zone.
7.5.1 Purpose
The Monster Reserve stores Monster-related cards that do not begin the game on the field but may enter play later under specific conditions.
It is not a deck and does not function like one.
7.5.2 Contents
The Monster Reserve may contain only:
- Evolution cards corresponding to the deck’s Monsters
- Prime Singular cards included in the Monster lineup
No other cards may be placed in the Monster Reserve.
7.5.3 Access Rules
Cards in the Monster Reserve:
- are never drawn,
- are never selected,
- are never locked or unlocked,
- are never added to the hand.
They are played directly from the Monster Reserve when their respective conditions are met.
7.6 Hand
The hand contains Support cards that have been unlocked or otherwise added.
- Only cards in hand may be played as Spells or Counters.
- There is no hand size limit unless an effect states otherwise.
7.7 Graveyard
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.
7.8 Zone Interaction Boundaries
Unless explicitly stated by an effect:
- Cards in one zone cannot target cards in another zone.
- Locked Supports cannot be interacted with.
- Cards in the Monster Reserve cannot be affected by effects.
Zone boundaries are strict and prevent unintended interactions.
8. Game Setup
Game setup follows a fixed sequence. All steps must be completed before the first turn begins.
8.1 Deck Verification
Before the game starts, both players verify that their decks meet all requirements:
- exactly 25 cards total,
- exactly 5 Monster cards,
- exactly 20 Support cards,
- singleton rule enforced,
- Prime Singular limit observed.
If a deck is illegal, it must be corrected before play begins.
8.2 Determine Starting Player
Players randomly determine who goes first (Player 1).
The other player becomes Player 2.
8.3 Bench Placement
Each player prepares their Bench:
- Four (4) non-Prime Monsters are placed face-down on the Bench.
- The order of face-down Monsters is chosen freely by the player.
- Prime Singulars, if included, do not start on the Bench.
At this point, no Monsters are face-up.
8.4 Monster Reserve Initialization
Each player places the following cards into their Monster Reserve:
- all Evolution cards for their Monsters,
- their Prime Singular, if included.
The Monster Reserve is private information.
8.5 Starting Support Selection
Each player selects their opening Support cards:
- Player 1 selects five (5) Support cards from their Support Deck.
- Player 2 selects six (6) Support cards from their Support Deck.
Selected cards are placed into the hand.
8.6 First-Round Restrictions
The first round follows special rules to maintain parity:
- Player 1:
- flips and activates a Monster,
- may play Spells,
- cannot attack,
- does not lock or unlock Supports this round.
- Player 2:
- flips and activates a Monster,
- may play Spells and Counters,
- cannot attack,
- does not unlock Supports this round.
These restrictions apply only during the first round.
8.7 Transition to Standard Play
From Round 2 onward:
- the standard turn structure applies,
- the lock-and-unlock system becomes active according to its rules.
9. Support Access & Locked Support Selection
Snap replaces random card draw with a deterministic Support access system based on delayed commitment.
This system creates strategic planning, bluffing, and imperfect information without introducing randomness.
Support cards are never drawn. They are accessed exclusively through the lock-and-unlock system defined below.
9.1 No Random Draws (Normative Rule)
Support cards are never drawn randomly.
Any effect that would cause a player to draw a card instead refers to the Support access rules in this section, unless the effect explicitly states otherwise.
Snap contains no hidden top-deck information.
9.2 Locked Support Concept
Locked Supports represent committed future actions.
- Locked Support cards are selected in advance.
- Once locked, their identity cannot be changed.
- Locked Supports become available only after being unlocked at the start of a later turn.
This system ensures that players must plan ahead without perfect information.
9.3 Opening Lock-in (Turn 1 Only)
At the end of their first turn, each player may perform an Opening Lock-in.
- The player may choose up to three (3) Support cards from their Support Deck.
- Chosen cards are placed face-down in the Locked Support Zone.
- The order in which cards are locked is fixed and cannot be rearranged.
Choosing fewer than three cards is allowed but cannot be corrected later.
9.4 Lock Freeze Period (Rounds 2–3)
During Rounds 2 and 3, the following restrictions apply:
- No Locked Supports may be unlocked.
- No additional Support cards may be locked.
Players must play through these rounds using:
- their starting hand, and
- any unlocked effects granted by cards.
This freeze period amplifies the importance of the Opening Lock-in.
9.5 Standard Lock-in (From Round 4 Onward)
From Round 4 onward, at the end of each of their turns, a player must:
- choose exactly one (1) Support card from their Support Deck, and
- place it face-down into the Locked Support Zone.
If locking is prevented by an effect, no card is locked.
9.6 Unlocking Locked Supports
At the start of each turn, before the Flip Step, the active player must:
- reveal exactly one Locked Support of their choice, and
- add it to their hand.
If multiple Locked Supports are present, the player chooses which one to unlock.
If no Locked Supports are present, this step is skipped.
9.7 Maximum Locked Supports
A player may never have more than three (3) 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.
9.8 Interaction with Draw Prevention
Any effect that prevents drawing also prevents:
- selecting Support cards,
- locking Support cards,
- unlocking Locked Supports.
If unlocking is prevented:
- the Locked Support remains face-down,
- no replacement card is gained.
9.9 Removal of Locked Supports
If a Locked Support is removed by an effect:
- it is sent to the Graveyard unless stated otherwise,
- it is not replaced,
- its position in the lock order is lost.
Locked Supports are binding commitments.
9.10 Open Log Handling
All lock-related actions must be announced verbally:
- “I lock one Support.”
- “I lock three Supports.”
- “I unlock one Support.”
The identity of Locked Supports is not announced.
Judges may inspect Locked Supports only to resolve a rules dispute.
9.11 Separation from Monster Access
Support access rules apply only to Support cards.
- Evolution cards and Prime Singulars do not interact with this system.
- Monster Reserve cards are never locked, unlocked, or selected.
Support access and Monster progression are intentionally separate systems.
10. 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.
10.1 Round Overview
A game of Snap is played in rounds.
Each round consists of one turn per player, taken in alternating order.
From Round 2 onward, all turns follow the standard turn structure defined in this section.
10.2 Unlock Step
At the start of the active player’s turn, before any other step, the Unlock Step occurs.
- If the player has one or more Locked Supports, they must:
- reveal exactly one Locked Support of their choice, and
- add it to their hand.
- 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.
10.3 Flip Step
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.
10.4 Trigger Resolution
All Trigger abilities that activate as a result 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 Trigger abilities activate simultaneously, the active player chooses their resolution order.
10.5 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.
10.6 Evolution Step (Optional)
Once per turn, the active player may perform one Evolution.
- The evolved Monster must be face-up.
- The Evolution card is placed on top of the Monster, forming a stack.
- Evolutions are accessed directly from the Monster Reserve.
Attack Restriction
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,
- the Attack Phase ends.
10.7 Prime Singular Step (Optional)
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.
10.8 Attack Phase
If the active player is allowed to attack, the Attack Phase proceeds as follows.
10.8.1 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.
10.8.2 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.
10.8.3 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 (LIFO) order.
10.8.4 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.
10.9 Swap Phase (Optional · Once per Game)
Once per game, the active player may perform a 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.
10.10 Lock-in Phase
At the end of the active player’s turn, Support cards may be locked.
- During the Opening Lock-in, up to three Supports may be locked.
- During Standard Lock-in, exactly one Support must be locked if permitted.
- Locked Supports are placed face-down in the Locked Support Zone.
If locking is prevented, no card is locked.
10.11 End Phase
The active player ends their turn.
- No automatic effects occur unless explicitly stated.
- Priority passes to the opponent.
11. Combat System (IMP)
Snap resolves all combat using a single numerical value: IMP (Impulse Value).
IMP condenses attack power, defense, speed, resilience, and tactical advantage into one clear stat.
This system enables fast, unambiguous combat resolution without secondary calculations or resource tracking.
11.1 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 IMP ranges are:
- 1000–3,000: weak to average Monsters
- 4000–8000: advanced or tactically specialized Monsters
- 9000–10000+: elite or boss-level Monsters
IMP values are assigned by the Snap format and surfaced through the companion app or rules database.
11.2 Combat Resolution Procedure
Combat occurs when an active Monster declares an attack during the Attack Phase.
After all Blocker and Counter windows have closed, combat resolves as follows:
- 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 results in a draw and neither Monster is defeated.
Combat resolution is immediate and final once IMP comparison occurs.
11.3 Temporary IMP Modifiers
Some effects modify a Monster’s IMP.
- Unless explicitly stated otherwise, all IMP modifiers are temporary.
- Temporary modifiers apply only for the current combat.
- Multiple modifiers stack additively unless specified otherwise.
- After combat resolves, all temporary IMP modifiers expire.
When resolving combat, always use the modified IMP values.
11.4 Bench Targeting and Disruptor
Normally, an attack must target the opponent’s active Monster.
If the attacking Monster has the Disruptor keyword:
- 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.
11.5 Defeat of Evolved Monsters
If a defeated Monster has Evolution cards stacked beneath it:
- The entire Evolution stack is sent to the Graveyard together.
- All stages are considered defeated.
There is no partial survival of lower stages unless an effect explicitly states otherwise.
11.6 Combat Finality
Once combat resolution begins:
- No additional actions may be taken.
- No further Counters may be played.
- Combat outcomes cannot be altered retroactively.
This rule prevents loops, ambiguity, and delayed reactions.
11.7 Multiple Attacks (Overdrive)
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.
11.8 Combat Design Intent (Non-Normative)
The IMP system is designed to:
- minimize rules overhead,
- maximize readability,
- ensure decisive outcomes.
Combat in Snap is meant to be quick, clear, and irreversible.
Positioning, timing, and preparation matter more than prolonged exchanges.
12. 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.
12.1 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
- [on entry] – when the Monster enters the Combat Field or is placed face-up by an effect
Rules
- 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 the keyword
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.
12.2 Blocker
Blocker is a defensive keyword used by Bench Monsters.
A face-up Bench Monster with Blocker may intercept an incoming attack.
Rules
- 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.
12.3 Swap
Swap allows a Monster to exchange positions with the active Monster through its own effect.
Rules
- Swap effects move a Monster between the Bench and the Combat Field.
- 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.
12.4 Disruptor
Disruptor modifies attack targeting.
A Monster with Disruptor may attack a face-up Bench Monster instead of the opponent’s active Monster.
Rules
- 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.
12.5 Overdrive
Overdrive allows a Monster to perform multiple attacks.
Rules
- 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.
12.6 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.
12.7 Keyword Scope and Zones
Unless stated otherwise:
- Keywords function only while the Monster is face-up.
- Bench-only keywords (e.g., Blocker) do not function while active.
- Active-only keywords (e.g., Disruptor, Overdrive) do not function on the Bench.
12.8 Keyword Design Intent (Non-Normative)
Keywords in Snap are intentionally:
- limited in number,
- clearly scoped in timing,
- consistent across formats.
Complex gameplay emerges from the interaction of simple, readable keywords rather than from bespoke rules text.
verzahnt mit Monster Reserve, Turn Structure und Combat.
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.
13.1 Eligibility
A Monster may be evolved only if all of the following conditions are met:
- The Monster is face-up.
- The Monster is either:
- on the Bench, or
- in the Active Slot.
- The player has access to the exact next Evolution stage for that Monster in their Monster Reserve.
- The Evolution is not prohibited by an effect.
Face-down Monsters cannot be evolved.
13.2 Evolution Access
Evolution cards are accessed directly from the Monster Reserve.
- Evolution cards are not drawn.
- Evolution cards are not selected.
- 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.
13.3 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.
13.4 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,
- targeting,
unless an effect explicitly states otherwise.
13.5 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,
- the Attack Phase ends.
This restriction applies regardless of whether the evolved Monster is active or on the Bench.
13.6 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.
13.7 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.
13.8 Evolution and Monster Limits
Evolution cards:
- are not Monsters for deck construction purposes,
- do not count toward the five-Monster limit,
- 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.
13.9 Evolution Design Intent (Non-Normative)
Evolution in Snap is intentionally constrained.
- It rewards foresight and planning.
- It punishes reckless timing.
- It creates clear windows of vulnerability.
A well-timed Evolution can decide a game.
A poorly timed one can lose it.
14. Prime Singular Rules
Prime Singulars are unique legendary Monsters that represent decisive late-game pivots.
Unlike Evolutions, Prime Singulars do not build upon an existing Evolution stack. Instead, they enter play through replacement and strict activation conditions.
Prime Singulars are not guaranteed to appear in every game.
14.1 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 (1) Prime Singular.
- If included, it occupies one of the five Monster slots.
- If no Prime Singular is included, all five slots may be base Monsters.
Prime Singular limits may be modified only by explicit format or event rules.
14.2 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.
14.3 Activation Threshold
A Prime Singular may be played only if all of the following conditions are satisfied:
- At least four (4) of the player’s Monsters have been revealed or played at any point during the game, regardless of whether those Monsters are still on the field, and
- The Prime Singular’s printed activation condition is fulfilled.
Monsters that were revealed and later defeated still count toward this threshold.
14.4 Entry and Replacement
When a Prime Singular is played:
- 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.
14.5 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.
14.6 Defeat of a Prime Singular
When a Prime Singular is defeated:
- 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.
14.7 Prime Singular and Monster Limits
Prime Singulars:
- count as Monsters for all rules purposes,
- occupy one of the five Monster slots,
- do not increase the number of Monsters a player may field.
Replacing a Monster with a Prime Singular does not free a Monster slot.
14.8 Prime Singular Design Intent (Non-Normative)
Prime Singulars are designed to:
- reward survival into the late game,
- create decisive but conditional power spikes,
- punish overextension without guaranteeing victory.
A Prime Singular is a pivot, not a win button.
15. 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.
15.1 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.
15.2 Chain Windows
Counters may be played only during specific timing windows:
- after a Spell is played during the Spell Phase,
- during the Counter Window of an attack,
- when explicitly permitted by a card effect.
Counters may not be played outside these windows unless a card explicitly states otherwise.
15.3 Chain Limits
To prevent excessive back-and-forth, Snap enforces a strict chain cap.
- Each player may contribute up to three (3) Counter cards to a single chain.
- This results in a maximum of six (6) total chain links.
If a player has reached their chain contribution limit, they may not add further Counters to that chain.
15.4 Chain Resolution
Chains resolve in last-in, first-out (LIFO) 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.
15.5 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 the keyword
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.
15.6 Simultaneous Effects Outside Chains
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.
15.7 Combat Counterplay
During an attack:
- The attack is declared.
- The Blocker Window opens.
- The Counter Window opens.
- Counters are played and resolved.
- Combat resolves.
No Counter may be played once combat resolution begins.
15.8 Example Chains (Illustrative)
Spell Chain Example
- 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:
- Player A’s Counter resolves.
- Player B’s Counter resolves.
- Player A’s Spell resolves (if not negated).
Combat Chain Example
- 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:
- Player B’s Counter resolves.
- Player A’s Counter resolves.
- Combat resolves using final IMP values.
15.9 Counterplay Design Intent (Non-Normative)
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.
16. Tournament & Organized Play Guidelines
Snap is designed to function consistently across casual play, competitive tournaments, and public demo environments.
This section defines mandatory standards and procedures for organized play.
Unless explicitly stated otherwise, all rules in this section apply to sanctioned Snap events.
16.1 Decision Timing (Shot Clock)
To preserve Snap’s intended pace, decision timing is enforced.
- Players have up to 30 seconds for any defined decision window, including:
- selecting or locking Support cards,
- unlocking Locked Supports,
- declaring attacks or targets,
- assigning Blockers,
- playing Counters,
- performing Swaps,
- playing a Prime Singular.
- Repeated slow play may result in warnings or penalties at the judge’s discretion.
Snap’s short match duration requires active enforcement of timing rules.
16.2 Open Log Requirement
Snap uses a mandatory open log system.
Players must clearly announce all public actions, including:
- flipping a Monster,
- locking or unlocking Support cards,
- playing Spells or Counters,
- declaring attacks and targets,
- assigning Blockers,
- performing a Swap,
- playing a Prime Singular.
The identity of hidden cards (face-down Bench Monsters and Locked Supports) is not announced.
Failure to announce actions may be penalized as misplay or slow play.
16.3 Chain Enforcement
Chain limits defined in Section 15 are mandatory in organized play.
- Each player may contribute up to three (3) Counters per chain.
- Players must announce when they are adding a Counter to a chain.
- If a player attempts to exceed the chain cap, the Counter is illegal and returns to its previous zone.
Judges resolve chain disputes using LIFO resolution.
16.4 Judge Authority and Hidden Zones
Judges have final authority over all rules disputes.
Judges may inspect hidden zones only to resolve a dispute, including:
- the Locked Support Zone,
- the Monster Reserve,
- face-down Bench Monsters.
After inspection, hidden information must be restored immediately.
Judges may issue warnings, game losses, or match losses depending on severity.
16.5 Physical, Digital, and Hybrid Play
Snap explicitly supports multiple play environments.
Physical Play
- Players use physical cards.
- A companion app or printed reference displays IMP values and abilities.
- Hidden zones are maintained physically using face-down cards.
Digital Play
- Rules enforcement may be automated.
- Deck legality and card ownership may be verified digitally.
- Timing and chain limits are enforced by the system.
Hybrid Play
- Physical cards are used on the table.
- Digital tools provide stat resolution, legality checks, and logging.
All play modes use the same core ruleset.
16.6 Match Results and Reporting
- Matches end immediately when a win condition is met.
- Draws are not expected under standard Snap rules.
- Results must be reported according to event procedures.
In the case of external interruption, the head judge determines the outcome.
16.7 Variant Disclosure
If any optional variants or balance levers are used:
- they must be announced clearly before the event begins,
- they apply uniformly to all matches in the event.
Unannounced rule changes are not permitted.
16.8 Tournament Design Intent (Non-Normative)
Organized play guidelines exist to:
- preserve Snap’s pace and clarity,
- ensure fairness and consistency,
- support both competitive integrity and spectator readability.
Snap tournaments should feel decisive, transparent, and skill-driven.
17. Timing Sequence (Reference Summary)
This section provides a condensed, authoritative reference for Snap’s timing structure.
In case of ambiguity, this sequence takes precedence over informal descriptions.
17.1 Round Start
- No automatic effects occur.
- Priority is with the active player.
- The turn proceeds according to the standard sequence below.
17.2 Unlock Step
If the active player has Locked Supports:
- Reveal exactly one Locked Support of their choice.
- Add it to the hand.
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 explicitly permitted by an effect.
17.3 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.
17.4 Trigger Resolution
All Trigger abilities that activate due to 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.
17.5 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.
17.6 Evolution Step (Optional)
The active player may perform one Evolution.
- 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.
17.7 Prime Singular Step (Optional)
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.
17.8 Attack Phase
If the active player is allowed to attack:
Attack Declaration
- Declare the attacking Monster and the target.
Blocker Window
- Defending player may assign one eligible Blocker.
Counter Window
- Players may play Counters.
- Chains are formed and resolved in LIFO order.
Combat Resolution
- IMP values are compared.
- Defeat or draw is resolved.
- Overdrive may grant an additional attack, repeating all windows.
17.9 Swap Phase (Optional · Once per Game)
If not yet used:
- The active player may swap the active Monster with a face-up Bench Monster.
- No responses are allowed unless explicitly stated.
17.10 Lock-in Phase
At the end of the active player’s turn:
- Support cards may be locked according to Section 9.
- Locked Supports are placed face-down.
- Lock order is fixed.
If locking is prevented, no card is locked.
17.11 End Phase
- The active player ends their turn.
- No automatic effects occur.
- Priority passes to the opponent.
17.12 Priority and Interruption Summary
- Triggers resolve immediately and outside chains.
- Only Counter cards create chains.
- No actions may interrupt:
- the Flip Step,
- Trigger Resolution,
- Combat Resolution.
- When multiple effects resolve simultaneously outside a chain, the active player chooses the order.
18. Balance Levers & Variants (Non-Core)
Snap Core+ is intentionally tight and deterministic.
However, the system allows limited tuning for different environments without changing its fundamental identity.
All options in this section are non-core. They do not modify the Snap Core+ rules unless explicitly announced before play.
18.1 Bench Interaction Density
Organizers may adjust how interactive the Bench becomes by modifying the legal card pool.
Examples include:
- increasing or reducing access to Blocker,
- limiting Disruptor density in faster formats,
- reducing Overdrive availability to slow combat pacing.
These adjustments affect board dynamics without changing core combat rules.
18.2 Support Pressure Variants
The rate at which Support cards become available may be adjusted.
Possible variants include:
- allowing zero unlocks per turn (very low-interaction formats),
- allowing two unlocks per turn (faster, swingier games).
Unless stated otherwise, the Snap Core+ default is one unlock per turn, following the lock rules in Section 9.
18.3 Chain Cap Variants
Chain limits may be tuned to adjust interaction density.
Examples:
- 2 Counters per player per chain for faster, lighter formats,
- 4 Counters per player per chain for highly interactive or control-heavy formats.
The default Snap Core+ chain cap remains 3 Counters per player.
18.4 Swap Variants
In casual or experimental formats, Swap usage may be modified.
Examples include:
- granting an additional Swap per game,
- refreshing Swap after a Prime Singular is defeated.
Such changes should be applied cautiously, as Swap strongly affects positional pressure.
18.5 First-Round Parity Variants
The first-round asymmetry between Player 1 and Player 2 may be adjusted.
Possible variants include:
- allowing Player 1 to unlock Supports in Round 1,
- modifying starting Support hand sizes,
- altering first-round attack restrictions.
Any such changes must be declared before the match begins.
18.6 Teaching and Demo Variants
For onboarding and public demonstrations, simplified variants may be used:
- reduced chain caps,
- shorter or removed lock-freeze periods,
- fewer face-down Bench Monsters at setup.
These variants are intended for learning and exhibition play only.
18.7 Variant Disclosure Requirement
Any variant or balance adjustment:
- must be announced clearly before play begins,
- applies uniformly to all players,
- may not be changed mid-event.
If a rule is not explicitly modified, Snap Core+ default rules apply.
18.8 Balance Philosophy (Non-Normative)
Balance levers exist to adapt Snap to different contexts, not to fix core mechanics.
Snap Core+ is designed to be stable without modification. Variants should be used sparingly and intentionally.
ab – ausführlich, präzise, non-normative, und als konzeptioneller Rahmen für alles davor.
19. Design Philosophy & Intent (Non-Normative)
This section explains the design intent behind Snap.
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.
19.1 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.
19.2 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,
- place Monsters face-down without immediate payoff,
- 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.
19.3 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.
19.4 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,
- ensure progression is governed by board state rather than card access,
- keep the game fast and readable.
By decoupling Monster progression from card selection, Snap avoids complexity while increasing unpredictability.
19.5 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,
- late-game inevitability.
Games end because options run out, not because a counter reaches zero.
19.6 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.
19.7 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.
19.8 Competitive and Spectator Readability
Snap is designed to be judgeable and watchable.
- Few zones
- Clear phases
- Limited hidden information
- Immediate combat resolution
A spectator can understand what happened even without knowing why.
A judge can resolve disputes without interpretation layers.
19.9 Scalability Without Exception Bloat
Snap is designed as a stable foundation.
Future expansions may introduce:
- new keywords,
- additional Prime Singulars,
- alternative formats.
However, the foundational principles are not intended to change.
Snap grows by depth, not by accumulating exceptions.
19.10 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?”