Rules Terminology

Mintayn Rules Glossary

Stable definitions for Snap zones, timing labels, keywords, combat terms, counterplay concepts and progression rules.

Use this page as the shared vocabulary layer for the Rulebook, Gallery, card text review, playtesting and future digital tools.

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Categories

Term groups at a glance

Glossary

Core Snap terms

A

Activation Threshold

Progression

A required condition that must be met before a Prime Singular or similar effect can be used.

Rules context
Prime Singular entry and future progression effects.

Active Slot

Zone

The primary Monster position used for normal combat. A player usually attacks with and attacks into the Active Slot unless a rule or effect says otherwise.

Rules context
Combat targeting, setup, Swap, Disruptor and defeat checks.

Available Support

Support Access

A Support Card state in which the card can be played when its card type and timing are legal.

Rules context
Unlock Step, Hand, Spell Phase and Counter Windows.

B

Bench

Zone

The public Monster area for inactive Monsters. Bench Monsters normally do not attack and are not default attack targets.

Rules context
Setup, board state, Swap, Disruptor and Monster loss tracking.

C

Card

Card System

A physical or digital Mintayn game object with an identity, card type and format-assigned gameplay properties.

Rules context
Deck construction, official database authority, zone movement and tooling.

Card Type

Card System

The rules identity of a card, such as Monster, Spell, Counter, Evolution, Prime Singular or Prime Evolution.

Rules context
Deck construction, timing permission and zone legality.

Chain

Counterplay

A limited response structure created by legal Counters in a legal Counter Window. Chains resolve in reverse order.

Rules context
Counterplay, Spell answers, combat answers and Counter-on-Counter situations.

Chain Cap

Counterplay

The maximum number of Counter contributions allowed in a Chain unless a rule or card explicitly overrides it.

Rules context
Prevents unlimited response loops and keeps Snap interaction readable.
See also
Chain, Counter, LIFO

Combat Resolution

Combat

The point where a declared attack compares current IMP, applies resolved modifiers and determines defeat or no defeat.

Rules context
Attack Phase, IMP modifiers, Blocker, Disruptor and Overdrive.
See also
IMP, Defeat, Overdrive

Counter

Card Type

A reactive Support Card played only when its timing condition and Counter Window are legal.

Rules context
Chains, combat answers, Spell answers and response timing.

Counter Negation

Counterplay

An effect that negates a Counter before that Counter resolves, if the timing and target are legal.

Rules context
Advanced Chains and future Counter interaction.

D

Deck Construction

Deck Construction

The rules for building a legal Snap deck, including Monster lineup, Support Cards, Singleton and allowed Reserve contents.

Rules context
Pre-game legality, Prime Singular inclusion and Support Deck structure.

Disruptor

Keyword

A keyword that interferes with normal protection or targeting, often allowing pressure beyond the default Active Slot pattern.

Rules context
Advanced combat targeting and board disruption.

E

Equal IMP

Combat

A combat state where opposing current IMP values are equal after all relevant modifiers resolve.

Rules context
Combat comparison and no-defeat cases unless a card states otherwise.

Evolution Step

Timing

The turn step in which a player may perform one legal Evolution if eligibility and timing allow it.

Rules context
Progression timing and attack restriction.

F

First-Round Restriction

Timing

A limitation applied during the opening sequence to prevent overloaded immediate interaction, including Player 1’s skipped first-turn Unlock and the first-round attack restriction.

Rules context
Setup, first-turn balance and card-text exceptions.

Flex Slot

Zone

An optional additional slot that exists only when a rule, effect or format condition makes it available.

Rules context
Board diagrams, Singular-related reductions and optional Bench capacity.

Format-Neutral Card System

Card System

The principle that a Mintayn card can keep its identity and collectability while different formats define playable properties.

Rules context
Card database authority and cross-format card reuse.

G

Game End

Game Objective

The immediate conclusion of the game when a player has no remaining Monsters or another official win condition applies.

Rules context
Monster defeat, state-based checks and result reporting.

Game Objective

Game Objective

The goal of Snap: defeat the opposing Monsters so the opponent has no remaining Monsters.

Rules context
Win condition and pressure structure.

Game State

Game State

The complete current arrangement of cards, zones, visible information, pending effects, current step and restrictions.

Rules context
Legal actions, simulator logic, judge calls and state-based checks.

H

Hidden Information

Information

Information visible to its controller but not to the opponent, such as hand contents, Locked Support identities, face-down Monsters or Monster Reserve contents. A player may still inspect their complete own deck manifest and card zones.

Rules context
Setup, deterministic deck visibility, judge inspection, digital implementation and fair play.

I

L

LIFO

Counterplay

Last-in, first-out resolution. The most recently added Counter in a Chain resolves first.

Rules context
Chain resolution and Counter sequencing.
See also
Chain, Counter

Lock-in Phase

Timing

The turn step in which, from Round 4 onward, the active player locks exactly one Support Card if possible.

Rules context
Support access and the post-opening one-card cadence.

Locked Support

Support Access

A Support Card committed for future access but not yet freely available as a playable hand option. Its identity is visible to its controller and hidden from the opponent.

Rules context
Support Access, Unlock Step and private commitment.

Locked Support Zone

Zone

The zone that holds committed locked Support Cards until they unlock, are removed or are otherwise moved by a rule or effect.

Rules context
Support access and deterministic card commitment.

M

Monster

Card Type

A card type that can occupy Monster zones, attack, compare IMP and be defeated. Prime Singulars are special Monsters.

Rules context
Deck construction, combat, win condition and board state.

O

Official Database

Card System

The authoritative reference for current format-assigned gameplay properties when printed minimal cards do not contain all active rules data.

Rules context
Format-neutral card system and future Gallery integration.

Ongoing Single-Card Lock-in

Support Access

The recurring procedure from Round 4 onward in which the active player locks exactly one Support during every own Lock-in Phase.

Rules context
Delayed Support commitment and the one-card lock/unlock cadence after Opening Lock-in.

P

Prime Entry

Progression

The event of a Prime Singular entering play from the Monster Reserve through its replacement rule.

Rules context
Prime Singular Step and replacement handling.

Prime Singular Step

Timing

The turn step in which an eligible Prime Singular may enter through its Prime rules.

Rules context
Prime condition checks and replacement entry.

R

Resolution

Timing

The process of applying an effect or Chain element after it has legally been declared and all responses are complete.

Rules context
Chains, Counters, illegal targets and finality.

Resonance Counter

Counterplay

A future-facing Counter subtype for special Counter interactions. It applies only when printed or format-enabled.

Rules context
Advanced Counter design and non-Base Set expansion space.

Revealed

Information

A card or piece of information that has become public through setup, Flip Step, effect or announcement.

Rules context
Open logs, public state and hidden-information boundaries.

Round

Timing

A full cycle of play structure containing player turns according to the Snap turn model.

Rules context
Turn order and timing overview.

S

Singleton

Deck Construction

A deckbuilding rule limiting repeated card copies unless an official exception allows otherwise.

Rules context
Deck legality and competitive consistency.

Spell

Card Type

A proactive Support Card played during the legal Spell timing, usually on the player’s own turn.

Rules context
Spell Phase, Support access and Counter responses.

Support Card

Card System

A practical grouping for Spells and Counters, accessed through the deterministic Support system.

Rules context
Support Deck, Locked Support, Hand and Graveyard movement.

Support Deck

Zone

The Support Card origin used by Snap’s deterministic access system instead of random card draw. Its owner may inspect the complete own deck manifest, identities and current card zones at any time.

Rules context
Deck construction, owner-visible deterministic information, Lock-in, Unlock and Support availability.

Swap Phase

Timing

The turn step in which legal Swap actions or related movement effects may be used.

Rules context
Monster positioning and persistent Swap permissions.

T

Trigger Resolution

Timing

The turn step or timing process used to resolve eligible Trigger effects.

Rules context
Flip Step aftermath and simultaneous effects.

Turn

Timing

One player’s structured opportunity to perform Snap steps in order.

Rules context
Turn Structure, optional steps and end timing.

U

Unlock

Support Access

The process of choosing one eligible Locked Support and moving it into the available hand state.

Rules context
Opening Support choice, ongoing one-card access and delayed commitment.

Unlock Step

Timing

The turn step in which exactly one eligible Locked Support chosen by its controller becomes available. Player 1 skips this step on the first turn; Player 2 does not.

Rules context
Seat-asymmetric opening access, hand updates and the ongoing one-card cadence.

Z