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.
Learn Snap
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
Use this as the quick reference before moving into setup, card types, zones and the official rulebook.
Why Snap Plays Differently
Players do not rely on top-deck variance to access their game plan. Snap is built around prepared choices, commitment and timing.
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.
There are no life points. Monsters are the center of the game, and victory comes from defeating all opposing Monsters.
What You Need
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.
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.
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
Snap is built around Monsters, Spells and Counters. Learn these three first: Monsters fight, Spells create proactive plays and Counters answer legal windows.
Monsters carry IMP, enter combat and can be defeated. They are the main path to victory.
Spells are proactive Support Cards used to shape your turn, strengthen your position or create pressure.
Counters are reactive Support Cards used when a legal response window allows you to answer a key moment.
Game Setup
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.
Prepared Support access committed for future turns.
Spells and Counters that shape or answer key moments.
Used for Evolution cards corresponding to your Monsters and Prime Singular cards included in your Monster lineup.
Used Support Cards and defeated Monsters are tracked separately.
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.
Select exactly 5 Support Cards from your Support Deck. This selection is deterministic, not a random draw.
After setup, both active Monsters are revealed simultaneously. Bench Monsters remain face-down.
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
Snap follows a fixed round structure. Each step creates a clear moment for decisions, effects and combat before the round closes.
Prepared Support access becomes available according to the rules.
The relevant Monsters are revealed or confirmed for the current round.
Trigger effects that meet their condition resolve.
The active player may use eligible Spell cards to shape the turn.
Eligible Evolution structures may be handled when their requirements are met.
Eligible Prime Singular cards may enter only when their conditions allow it.
Combat is declared and Monster strength becomes directly relevant.
Allowed repositioning or Swap effects may change the board.
When the current Support cycle permits it, players prepare the next three-card batch.
Temporary effects expire and the round closes.
Combat & IMP
Combat is where Snap becomes immediate. Monsters carry IMP, and IMP shows how much combat pressure a Monster brings into the current fight.
Higher IMP creates combat advantage. Spells and Counters may change combat before it resolves.
The main combat value used by Monsters in Snap. Higher IMP means stronger direct combat pressure.
When a Monster is defeated, it leaves the active play structure and is tracked separately.
You win by defeating all opposing Monsters, so every attack and support choice matters.
Spells, Counters & Timing
Support Cards shape the moments between Monsters. Spells create proactive plays, while Counters answer specific events when the rules allow a response.
Spells are proactive Support Cards, usually used during your own Spell Phase to strengthen your position, create pressure or change the current board state.
Counters are reactive Support Cards. They are used only when a legal response window allows you to answer an attack, effect or key moment.
Use Spells to create pressure, improve your position or change the board during the right phase.
Use Counters to answer key moments only when a legal timing window exists.
Locked Support makes timing part of the game plan before the response moment arrives.
Keywords & Abilities
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.
Resolves when its printed condition is met.
Protects your board, redirects pressure or makes attacks harder to resolve cleanly.
Changes position, order or board arrangement when allowed.
Interferes with timing, effects or the opponent’s plan.
Adds extra pressure when a card-specific condition is met.
Example Turn
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.
Each player begins with a prepared Monster lineup and Support access.
The relevant Monsters are revealed or confirmed for the round.
Any Trigger abilities that meet their condition resolve.
The active player may use an eligible Spell to shape the turn.
If a legal response window is created, the other player may use a Counter.
Combat becomes relevant and Monster IMP is compared.
A Monster may be defeated, Support Cards may be used up, and the round moves toward Lock-in.
When Lock-in timing permits it, players commit their next Support batch before play continues from a new tactical position.