Learn Snap

Snap Format

Snap is the fast, deterministic entry format for Mintayn. It removes random draw, mana and life points so the game can focus on visible commitment, tactical timing and direct Monster combat.

Snap at a Glance

The first playable Mintayn format.

Use this as the quick reference before moving into setup, card types, zones and the official rulebook.

Players
2
Deck
25 cards
Monsters
5
Support Cards
20 Spells and Counters
Random Draw
None
Mana or Energy
None
Life Points
None
Victory
Defeat all opposing Monsters
No Random DrawNo ManaNo Life Points

Why Snap Plays Differently

Less randomness. More visible decisions.

01

No random draw

Players do not rely on top-deck variance to access their game plan. Snap is built around prepared choices, commitment and timing.

02

No mana or energy

Cards are not limited by a resource curve. The format focuses on when a card is used, what it answers and how it changes the current board state.

03

Every Monster matters

There are no life points. Monsters are the center of the game, and victory comes from defeating all opposing Monsters.

What You Need

One 25-card Snap deck.

Each player uses one Snap deck divided into two clear parts: 5 Monsters and 20 Support Cards. Monsters fight and can be defeated. Support Cards are Spells and Counters that shape or answer key moments.

25cardsSnap Deck
5MonstersCombat, IMP and defeat pressure.
+
20Support CardsSpells and Counters that shape the turn.
5 Monsters

Your Monster lineup is the center of the game. Monsters carry IMP, fight in combat and determine how close you are to victory or defeat.

20 Support Cards

Support Cards are divided into Spells and Counters. Spells are proactive cards used on your turn. Counters are reactive cards used when a legal response window allows them.

Card Types

Three card types define the basic Snap flow.

Snap is built around Monsters, Spells and Counters. Learn these three first: Monsters fight, Spells create proactive plays and Counters answer legal windows.

MonsterFight

Monsters carry IMP, enter combat and can be defeated. They are the main path to victory.

SpellAct

Spells are proactive Support Cards used to shape your turn, strengthen your position or create pressure.

CounterRespond

Counters are reactive Support Cards used when a legal response window allows you to answer a key moment.

Game Setup

Set the board before the first reveal.

Before the first reveal, each player organizes the main play areas. Monsters define the board, Support Cards shape key moments and each player commits three opening Supports for the deterministic Unlock cycle.

Monster Lineup
MonsterMonsterActive MonsterMonsterMonster
Locked Support

Prepared Support access committed for future turns.

Support Cards

Spells and Counters that shape or answer key moments.

Monster Reserve

Used for Evolution cards corresponding to your Monsters and Prime Singular cards included in your Monster lineup.

Defeated / Graveyard

Used Support Cards and defeated Monsters are tracked separately.

Opening Monsters

Without a Prime Singular, place 1 Active and 4 Bench Monsters. With a Prime Singular, place 1 Active and 3 Bench Monsters while the Prime begins in the Monster Reserve.

Starting Hand

Select exactly 5 Support Cards from your Support Deck. This selection is deterministic, not a random draw.

Opening Reveal

After setup, both active Monsters are revealed simultaneously. Bench Monsters remain face-down.

Monster Reserve

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

Round Structure

One round, ten readable steps.

Snap follows a fixed round structure. Each step creates a clear moment for decisions, effects and combat before the round closes.

01
Unlock Step

Prepared Support access becomes available according to the rules.

Support
02
Reveal Step

The relevant Monsters are revealed or confirmed for the current round.

Monster
03
Trigger Resolution

Trigger effects that meet their condition resolve.

Effects
04
Spell Phase

The active player may use eligible Spell cards to shape the turn.

Action
05
Evolution Step

Eligible Evolution structures may be handled when their requirements are met.

Reserve
06
Prime Singular Step

Eligible Prime Singular cards may enter only when their conditions allow it.

Reserve
07
Attack Phase

Combat is declared and Monster strength becomes directly relevant.

Combat
08
Swap Phase

Allowed repositioning or Swap effects may change the board.

Board
09
Lock-in Phase

When the current Support cycle permits it, players prepare the next three-card batch.

Support
10
End Phase

Temporary effects expire and the round closes.

Close

Combat & IMP

Monster strength becomes direct.

Combat is where Snap becomes immediate. Monsters carry IMP, and IMP shows how much combat pressure a Monster brings into the current fight.

Monster A6000IMP
vs.
Monster B5000IMP

Higher IMP creates combat advantage. Spells and Counters may change combat before it resolves.

01IMP

The main combat value used by Monsters in Snap. Higher IMP means stronger direct combat pressure.

02Defeat

When a Monster is defeated, it leaves the active play structure and is tracked separately.

03Victory Pressure

You win by defeating all opposing Monsters, so every attack and support choice matters.

Spells, Counters & Timing

Act first. Respond only when allowed.

Support Cards shape the moments between Monsters. Spells create proactive plays, while Counters answer specific events when the rules allow a response.

SpellsAct

Spells are proactive Support Cards, usually used during your own Spell Phase to strengthen your position, create pressure or change the current board state.

CountersRespond

Counters are reactive Support Cards. They are used only when a legal response window allows you to answer an attack, effect or key moment.

01Act

Use Spells to create pressure, improve your position or change the board during the right phase.

02Respond

Use Counters to answer key moments only when a legal timing window exists.

03Prepare

Locked Support makes timing part of the game plan before the response moment arrives.

Keywords & Abilities

Short labels help you read cards faster.

Keywords are recurring ability labels. They do not replace card text, but they help players recognize how a card usually interacts with combat, timing or the board.

01Trigger

Resolves when its printed condition is met.

02Blocker

Protects your board, redirects pressure or makes attacks harder to resolve cleanly.

03Swap

Changes position, order or board arrangement when allowed.

04Disruptor

Interferes with timing, effects or the opponent’s plan.

05Overdrive

Adds extra pressure when a card-specific condition is met.

Example Turn

A first Snap sequence.

A Snap round is easiest to understand as a sequence of clear decisions. This example connects setup, reveal, support timing, combat and the scheduled Lock-in cycle without introducing special cases.

01Prepare

Each player begins with a prepared Monster lineup and Support access.

02Reveal

The relevant Monsters are revealed or confirmed for the round.

03Trigger

Any Trigger abilities that meet their condition resolve.

04Act

The active player may use an eligible Spell to shape the turn.

05Respond

If a legal response window is created, the other player may use a Counter.

06Fight

Combat becomes relevant and Monster IMP is compared.

07Resolve

A Monster may be defeated, Support Cards may be used up, and the round moves toward Lock-in.

08Prepare the next cycle

When Lock-in timing permits it, players commit their next Support batch before play continues from a new tactical position.

Next Steps

Continue your Mintayn path.

You now know the basic Snap flow. From here, connect the rules to real cards, move into exact rule wording or explore how Mintayn classes shape different playstyles.