Glossary of Snappa-related Terms

Confused about the terminology? We've got some of the more common Snappa-related terms below.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 

C

  • Calling Glass - The act of calling your shot when throwing a die. A required move in one-on-one Snappa when throwing at the non-diagonal glass.

D

  • Dead Throw - Die has hit an obstruction, or the throw is 'side', 'long' or 'out-of-turn'.
  • Drop - Die touches a players hand on the way off the table in a scoring situation, but die hits floor or lands on another object other than the catching player in a non-trap fasion.

F

  • Finish It - Team has reached their limit of four drinks per glass and must finish the rest.
  • First Skill - Snappa requires many skills. The first, and most basic is the ability to catch the die. Without this, you cannot survive!
  • Five - Player has hit the worst-case scenario, spitting a five after a 'Pot' & 'Spit'.
  • Forty-fives - Imaginary 45 degree lines that extend out from the four corners of the table. A die that skips off the table after hitting the table but NOT hitting a glass must be inside the two forty-fives located at the scoring end of the table to count.
  • Fourth Skill - Snappa requires many skills. The fourth is your ability to talk trash, and to take the trash talk. Many players have stormed away from the table because they lacked this skill.

G

  • Glass - Die deflects off of glass.
  • Glass Check - On a table without marked glass positions, this can be called by a throwing player to ensure opposition glasses are in 'ready position'.

H

  • Hands - Both of a players hands touch together while attempting a catch.

I

  • In-turn - When playing team format, players on the same team must alternate throws during their turns. The opposite of 'out-of-turn'.
  • International Table - Used during special events or out of sheer neccessity, this is a similar wooden folding table, but is an extra 2' longer, coming in at 8' x 2.5'.

J

  • Judge - Snappa's fifth-man, this position is meant to be an impartial bystander that will administer all calls and infractions, and weigh-in on disputes. The judge must be agreed upon by both teams prior to the match, although taking opinions from any bystander during a game is permitted, if both teams agree to abide by the decision rendered.

L

  • Long - Die is thrown too far, and misses the table completely.
  • Low - Die is thrown too low.
  • Low Roll - Teams roll for the right to throw first.

O

  • On The Glass - A team or individual player that is repeatedly and predictably hitting or sinking on an opponents cup. Very painful for the opposition!
  • Out-of-turn - One team has thrown a die in the wrong order (i.e. not alternating). The opposite of 'in-turn'.

P

  • Pizza - After a shutout (7-0), a live die caught in an players mouth, or a chest catch (see the 'Ladies Modifier' section of the official rules), the opposing team must buy a large pizza.
  • Plunk - Sinking the die in an opponents glass.
  • Poor Conditions - Light or space is bad at one or both ends of the table. May result in a 'switch' every few points.
  • Pot - Die lands in a glass.

R

  • Ready Positions - When the four glasses required to play Snappa are in their proper place (i.e. one hand length in from the table's end and side), they are said to be in 'ready position'.
  • Regulation Table - The standard 6' x 2.5' foot wooden playing table.

S

  • Second Skill - Snappa requires many skills. The second most important skill involves being able to throw the die properly. Without this, you are going to get murdered in the heat of competition.
  • Side - Die hits the table but does not hit the glass and exits the table outside the 45 degree side angles.
  • Snap-on - Before a team can throw (at the start of a game, after a break in play, etc) the throwing team or the 'judge', if you are using one, must indicate that the game is on by saying 'Snap-on'.
  • Spit - After a 'pot', the cupped player spits the die.
  • Switch - Teams switch sides due to 'poor conditions' at one end of the table.

T

  • Third Skill - Snappa requires many skills. The third one is the ability to drink. As it is a requirement of the game, this skill will allow you to play longer, and play better.
  • Trap - Die is trapped against player's body, teammate's body, or another object, all of which mean a drink during normal Snappa play. Trapping the die against the surface of the table is the only exception during normal play (the 'Ladies Modifier' allows for trapping without a drink).
  • Ty Spot - A circle at each end of a Snappa table, located exactly in the middle of the two glasses that are in 'ready position'. It is important that this spot be dead-center as this is exactly where Ty, one of the fathers of Snappa, lands his throws. This spot also works to antagonize, tapping it with your finger anytime a participant or spectator displays weak mental toughness.
copyright 2006-2010 playsnappa.com
'International Table' - Used during special events or out of sheer neccessity, this is a similar wooden folding table, but is an extra 2' longer, coming in at 8' x 2.5'.
(view the full glossary)