# Mintayn Rules Glossary

- Version: v0.6.3-single-card-lock-in-correction
- Status: Terminology Reference — corrected post-opening Lock-in cadence
- Terms: 88
- URL: https://mintayn.io/rules/glossary/

## Categories

- Card System: 5
- Card Type: 3
- Combat: 8
- Counterplay: 5
- Deck Construction: 2
- Game Objective: 2
- Game State: 6
- Information: 5
- Keyword: 5
- Progression: 7
- Support Access: 6
- Timing: 24
- Zone: 10

## Terms

### Activation Threshold

- Category: Progression
- Rules context: Prime Singular entry and future progression effects.
- See also: Prime Singular, Prime Singular Step, Replacement

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

### Active Slot

- Category: Zone
- Rules context: Combat targeting, setup, Swap, Disruptor and defeat checks.
- See also: Bench, Combat Resolution, Disruptor

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.

### Attack

- Category: Combat
- Rules context: Attack Phase, Counter Windows, IMP comparison and Overdrive.
- See also: Attack Phase, IMP, Overdrive

A combat action declared by a legal attacking Monster against a legal target.

### Attack Phase

- Category: Timing
- Rules context: Combat, Blocker, Disruptor, Overdrive and combat Counters.
- See also: Attack, Combat Resolution, Counter Window

The turn step in which legal attacks are declared and combat is resolved.

### Available Support

- Category: Support Access
- Rules context: Unlock Step, Hand, Spell Phase and Counter Windows.
- See also: Hand, Unlock, Support Card

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

### Base IMP

- Category: Combat
- Rules context: Combat math, modifiers and current IMP calculation.
- See also: IMP, Current IMP, Temporary IMP Modifier

The printed or database-defined IMP value before temporary modifiers are applied.

### Bench

- Category: Zone
- Rules context: Setup, board state, Swap, Disruptor and Monster loss tracking.
- See also: Active Slot, Flex Slot, Swap

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

### Blocker

- Category: Keyword
- Rules context: Combat interaction and defensive board positioning.
- See also: Attack Phase, Combat Resolution, Counter Window

A combat-focused keyword that can protect, intercept or redirect according to its card text and legal timing.

### Card

- Category: Card System
- Rules context: Deck construction, official database authority, zone movement and tooling.
- See also: Card Type, Official Database, Zone

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

### Card Type

- Category: Card System
- Rules context: Deck construction, timing permission and zone legality.
- See also: Monster, Spell, Counter

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

### Chain

- Category: Counterplay
- Rules context: Counterplay, Spell answers, combat answers and Counter-on-Counter situations.
- See also: Counter, Counter Window, LIFO

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

### Chain Cap

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

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

### Combat Resolution

- Category: Combat
- Rules context: Attack Phase, IMP modifiers, Blocker, Disruptor and Overdrive.
- See also: IMP, Defeat, Overdrive

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

### Controller

- Category: Game State
- Rules context: Simultaneous effects, Chains and board ownership.
- See also: Player, Effect, Legal Action

The player who controls a card, effect or Monster object for purposes of ordering, targeting and responsibility.

### Counter

- Category: Card Type
- Rules context: Chains, combat answers, Spell answers and response timing.
- See also: Chain, Counter Window, Support Card

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

### Counter Negation

- Category: Counterplay
- Rules context: Advanced Chains and future Counter interaction.
- See also: Chain, Counter, Resonance Counter

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

### Counter Window

- Category: Timing
- Rules context: Spell Phase, Attack Phase, Chains and reactive effects.
- See also: Counter, Chain, Timing Window

A specific timing window in which a legal Counter may be played.

### Current IMP

- Category: Combat
- Rules context: Combat Resolution and defeat comparison.
- See also: Base IMP, IMP, Temporary IMP Modifier

The IMP value after all currently applicable modifiers are applied.

### Deck Construction

- Category: Deck Construction
- Rules context: Pre-game legality, Prime Singular inclusion and Support Deck structure.
- See also: Monster, Support Deck, Singleton

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

### Defeat

- Category: Combat
- Rules context: Win condition, combat outcome, Graveyard movement and Overdrive.
- See also: Combat Resolution, Graveyard, Game End

The state of a Monster being removed as a remaining Monster through combat or an effect that defeats it.

### Disruptor

- Category: Keyword
- Rules context: Advanced combat targeting and board disruption.
- See also: Active Slot, Bench, Target

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

### Effect

- Category: Game State
- Rules context: Card text, timing windows, resolution and digital implementation.
- See also: Resolution, Timing Window, Legal Action

A gameplay instruction produced by a card or rule after its timing, condition and targets are legally satisfied.

### End Phase

- Category: Timing
- Rules context: Temporary IMP modifiers, delayed effects and turn passing.
- See also: Temporary IMP Modifier, Turn

The closing step of a turn, used to clear temporary effects and finish turn-based timing.

### Equal IMP

- Category: Combat
- Rules context: Combat comparison and no-defeat cases unless a card states otherwise.
- See also: IMP, Combat Resolution

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

### Event

- Category: Timing
- Rules context: Timing, Trigger conditions and digital logs.
- See also: Trigger, Timing Window, Open Log

A game occurrence that may cause a Trigger, Counter Window, state-based check or other rule process.

### Evolution

- Category: Progression
- Rules context: Evolution Step, Monster Reserve, stacks and attack restrictions.
- See also: Evolution Stack, Monster Reserve, Prime Evolution

A Monster Reserve card that upgrades a corresponding Monster under the Evolution Rules.

### Evolution Stack

- Category: Progression
- Rules context: Combat, defeat handling and upgraded Monster identity.
- See also: Evolution, Prime Evolution, Defeat

The combined Monster object created when an Evolution is placed on its eligible Monster.

### Evolution Step

- Category: Timing
- Rules context: Progression timing and attack restriction.
- See also: Evolution, Evolution Stack, Monster Reserve

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

### Face-down

- Category: Information
- Rules context: Setup, Flip Step and hidden information.
- See also: Face-up, Hidden Information, Flip Step

A card state in which a card exists in the game but its face information is hidden from the opponent.

### Face-up

- Category: Information
- Rules context: Public board state, combat, logs and revealed cards.
- See also: Face-down, Revealed

A card state in which the card identity and relevant public information are visible.

### First-Round Restriction

- Category: Timing
- Rules context: Setup, first-turn balance and card-text exceptions.
- See also: Setup, Turn Structure, Legal Action

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.

### Flex Slot

- Category: Zone
- Rules context: Board diagrams, Singular-related reductions and optional Bench capacity.
- See also: Bench, Active Slot

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

### Flip Step

- Category: Timing
- Rules context: Opening information, Trigger timing and board visibility.
- See also: Face-down, Revealed, Trigger Resolution

The turn step in which relevant face-down Monsters are revealed and public board state is established.

### Format-Neutral Card System

- Category: Card System
- Rules context: Card database authority and cross-format card reuse.
- See also: Card Type, Official Database

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

### Game End

- Category: Game Objective
- Rules context: Monster defeat, state-based checks and result reporting.
- See also: Defeat, Monster, Game Objective

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

### Game Objective

- Category: Game Objective
- Rules context: Win condition and pressure structure.
- See also: Defeat, Game End, Monster

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

### Game State

- Category: Game State
- Rules context: Legal actions, simulator logic, judge calls and state-based checks.
- See also: Legal Action, State-Based Check, Zone

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

### Graveyard

- Category: Zone
- Rules context: Public record, defeat tracking and resolved Support Cards.
- See also: Defeat, Support Card, Monster

The public zone for defeated Monsters and resolved or discarded cards unless a rule sends them elsewhere.

### Hand

- Category: Zone
- Rules context: Support access, unlocked Support and hidden information.
- See also: Locked Support, Support Deck, Unlock Step

The private available Support area. In Snap, hand normally contains unlocked Support options rather than randomly drawn Monsters.

### Hidden Information

- Category: Information
- Rules context: Setup, deterministic deck visibility, judge inspection, digital implementation and fair play.
- See also: Face-down, Open Log, Monster Reserve

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.

### Illegal Target

- Category: Timing
- Rules context: Effect resolution, Chains and rewinds.
- See also: Target, Legal Action, Resolution

A chosen target that no longer satisfies the targeting requirements when the effect attempts to resolve.

### IMP

- Category: Combat
- Rules context: Combat, temporary modifiers, defeat and Overdrive.
- See also: Combat Resolution, Temporary IMP Modifier, Equal IMP

The single combat value used by Monsters in Snap. Current IMP is compared during combat to determine the result.

### Legal Action

- Category: Timing
- Rules context: Judge calls, simulator logic and rewinds.
- See also: Timing Window, Target

An action allowed by the current step, card type, zone, timing label, target requirements and active restrictions.

### LIFO

- Category: Counterplay
- Rules context: Chain resolution and Counter sequencing.
- See also: Chain, Counter

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

### Lock-in

- Category: Support Access
- Rules context: Opening Lock-in, ongoing single-card Lock-in and delayed Support availability.
- See also: Locked Support, Locked Support Zone, Unlock Step

The act of committing Support for future access. Opening Lock-in commits three cards once; ongoing Lock-ins commit exactly one card.

### Lock-in Phase

- Category: Timing
- Rules context: Support access and the post-opening one-card cadence.
- See also: Lock-in, Support Deck, Locked Support

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

### Locked Support

- Category: Support Access
- Rules context: Support Access, Unlock Step and private commitment.
- See also: Lock-in, Unlock, Support Card

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.

### Locked Support Zone

- Category: Zone
- Rules context: Support access and deterministic card commitment.
- See also: Locked Support, Unlock Step, Support Deck

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

### Mandatory Effect

- Category: Timing
- Rules context: Trigger ordering, state-based checks and simultaneous effects.
- See also: Optional Effect, Trigger, Timing Window

An effect that must resolve when its timing and conditions are satisfied.

### Monster

- Category: Card Type
- Rules context: Deck construction, combat, win condition and board state.
- See also: Active Slot, Bench, Prime Singular

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

### Monster Reserve

- Category: Zone
- Rules context: Prime Singular entry, Evolution access and progression.
- See also: Evolution, Prime Singular, Prime Evolution

A private auxiliary zone that holds eligible Evolution cards and included Prime Singulars. It is not a normal hand.

### Official Database

- Category: Card System
- Rules context: Format-neutral card system and future Gallery integration.
- See also: Format-Neutral Card System, Card Type

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

### Ongoing Single-Card Lock-in

- Category: Support Access
- Rules context: Delayed Support commitment and the one-card lock/unlock cadence after Opening Lock-in.
- See also: Lock-in, Locked Support, Support Deck

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

### Open Log

- Category: Information
- Rules context: Organized Play, digital play and dispute resolution.
- See also: Hidden Information, Revealed

The public record of announced game actions, revealed cards, Support movement, Chains and resolved effects.

### Opening Lock-in

- Category: Support Access
- Rules context: Starting Support access and the Player 1 / Player 2 opening Unlock schedule.
- See also: Locked Support, Unlock Step, Ongoing Single-Card Lock-in

The one-time Setup procedure in which each player commits exactly three Support Cards before the first turn begins.

### Optional Effect

- Category: Timing
- Rules context: Missed windows, player decisions and post-resolution choices.
- See also: Mandatory Effect, Timing Window, Legal Action

An effect a player may choose to use when its timing and conditions are satisfied.

### Overdrive

- Category: Keyword
- Rules context: Attack Phase, combat finality and defeat sequencing.
- See also: Attack, Combat Resolution, Defeat

A keyword that grants an additional attack or follow-up benefit after its stated combat condition is fulfilled.

### Owner

- Category: Game State
- Rules context: Zone movement, hidden information and return effects.
- See also: Controller, Card, Zone

The player whose deck or collection a card started from for the game.

### Player

- Category: Game State
- Rules context: Game state, targeting and action responsibility.
- See also: Controller, Game State, Legal Action

A participant who controls a board, Monster lineup, Support access and Monster Reserve.

### Prime Entry

- Category: Progression
- Rules context: Prime Singular Step and replacement handling.
- See also: Prime Singular, Replacement, Monster Reserve

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

### Prime Evolution

- Category: Progression
- Rules context: Evolution rules, Monster Reserve and future card design.
- See also: Evolution, Evolution Stack, Prime Singular

A Prime-aligned Evolution that follows Evolution structure. It is not the same as a Prime Singular.

### Prime Singular

- Category: Progression
- Rules context: Deck construction, Monster Reserve and Prime Singular Step.
- See also: Activation Threshold, Prime Entry, Replacement

A unique Monster that counts toward the five-Monster lineup, begins in the Monster Reserve and enters by replacement after its condition is met.

### Prime Singular Step

- Category: Timing
- Rules context: Prime condition checks and replacement entry.
- See also: Prime Singular, Prime Entry, Replacement

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

### Replacement

- Category: Progression
- Rules context: Prime Singular handling and board-state continuity.
- See also: Prime Entry, Prime Singular, Monster

A rule event where one Monster object is replaced by another, most importantly during Prime Singular entry.

### Resolution

- Category: Timing
- Rules context: Chains, Counters, illegal targets and finality.
- See also: Chain, LIFO, Illegal Target

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

### Resonance Counter

- Category: Counterplay
- Rules context: Advanced Counter design and non-Base Set expansion space.
- See also: Counter, Counter Negation, Chain

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

### Revealed

- Category: Information
- Rules context: Open logs, public state and hidden-information boundaries.
- See also: Face-up, Hidden Information

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

### Round

- Category: Timing
- Rules context: Turn order and timing overview.
- See also: Turn, Turn Structure

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

### Setup

- Category: Timing
- Rules context: Deck construction, starting Monsters, Monster Reserve and Support selection.
- See also: Monster Reserve, Support Deck, Face-down

The pre-game procedure that verifies legal decks, initializes zones and creates the first game state.

### Singleton

- Category: Deck Construction
- Rules context: Deck legality and competitive consistency.
- See also: Deck Construction, Support Deck

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

### Spell

- Category: Card Type
- Rules context: Spell Phase, Support access and Counter responses.
- See also: Support Card, Spell Phase, Counter

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

### Spell Phase

- Category: Timing
- Rules context: Support usage and Counter Windows.
- See also: Spell, Counter Window, Support Card

The turn step in which the turn player may play legal Spells proactively.

### State-Based Check

- Category: Game State
- Rules context: Defeat condition, Game End and cleanup timing.
- See also: Game End, Defeat, End Phase

A rules check performed by the game to determine whether a game-ending or cleanup condition is true.

### Support Card

- Category: Card System
- Rules context: Support Deck, Locked Support, Hand and Graveyard movement.
- See also: Spell, Counter, Support Deck

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

### Support Deck

- Category: Zone
- Rules context: Deck construction, owner-visible deterministic information, Lock-in, Unlock and Support availability.
- See also: Support Card, Lock-in, Unlock Step

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.

### Swap

- Category: Keyword
- Rules context: Board positioning, Active Slot changes and tactical movement.
- See also: Active Slot, Bench, Swap Phase

A keyword that moves or exchanges Monster positions according to legal timing and card text.

### Swap Phase

- Category: Timing
- Rules context: Monster positioning and persistent Swap permissions.
- See also: Swap, Active Slot, Bench

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

### Target

- Category: Timing
- Rules context: Legal actions, Counters, Disruptor and resolution checks.
- See also: Legal Action, Disruptor, Counter

The card, player or game object chosen by an effect or attack, if the rule or card requires a choice.

### Temporary IMP Modifier

- Category: Combat
- Rules context: Combat math, end timing and modifier stacking.
- See also: IMP, Combat Resolution, End Phase

A change to current IMP that lasts only for the duration stated by the rule or card, such as until end of turn.

### Timing Window

- Category: Timing
- Rules context: Counters, Triggers, missed windows and action legality.
- See also: Counter Window, Legal Action

A precise period in which a specific type of action, effect or response is legal.

### Trigger

- Category: Keyword
- Rules context: Trigger Resolution and event-based effects.
- See also: Trigger Resolution, Timing Window

A keyword for an effect that becomes ready when its stated condition occurs.

### Trigger Resolution

- Category: Timing
- Rules context: Flip Step aftermath and simultaneous effects.
- See also: Trigger, Flip Step

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

### Turn

- Category: Timing
- Rules context: Turn Structure, optional steps and end timing.
- See also: Round, Turn Structure

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

### Turn Structure

- Category: Timing
- Rules context: Rules overview and digital implementation.
- See also: Unlock Step, Attack Phase, End Phase

The fixed sequence of Snap steps from Unlock through End Phase.

### Unlock

- Category: Support Access
- Rules context: Opening Support choice, ongoing one-card access and delayed commitment.
- See also: Locked Support, Unlock Step, Hand

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

### Unlock Step

- Category: Timing
- Rules context: Seat-asymmetric opening access, hand updates and the ongoing one-card cadence.
- See also: Unlock, Locked Support, Hand

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.

### Zone

- Category: Zone
- Rules context: Board state, Support access, Monster Reserve and Graveyard handling.
- See also: Zone Movement, Game State, Hidden Information

A defined game area that determines visibility, legal contents, access and movement rules.

### Zone Movement

- Category: Zone
- Rules context: Support access, Graveyard movement, replacement and hidden information.
- See also: Zone, Graveyard, Replacement

Any movement of a card or card object from one zone to another.
