- Object of the Game
- Basic Game
- Special Games
Note: for any specific clarification of rules, don't hesitate to contact our rules guru at email@example.com.
Object of the Game
The obvious answer is to be the first team to score seven points. A close second is to make the opposing team drink more than you do, as games will continue throughout the night. For instance, you could be the first team to score seven points and win, but drink three or four more drinks than your opponents. Play a couple of games like that, and you're not going to be winning for long, you're going to be passed out on the floor!
One of the beauties of Snappa is the sheer simplicity of the equipment. As you can see from the list below, you can likely get started in Snappa with gear from your garage or shed. In case you don't have one of the below, check out our Snappa Gear page for links.
This is the standard issue Snappa equipment, played during almost all situations:
- Table - one standard issue 6'[l] x 2.5'[w] x 2.5'[h] (182cm[l] x 76cm[w] x 76cm[h]) wooden 'banquet' table (or suitable replacement)
- Chairs - four chairs, preferably armless.
- Glasses - four 16 ounce (47cl) pint glasses, placed at the corners, ~4" or 5" (~10cm) in from the side & rear; the thicker the glass, the better! Why use glass instead of plastic? Two reasons; glass gives a much more lively 'deflection' and, secondly, sounds much cooler. (the smart Snappa host will have at least a few backup glasses, as breakage is a possibility)
- Die - a 5/8" (1.6cm) six-sided die, white preferable for best visibility.
- Drinks - player's selection.
- Ready Rule: To start, all four glasses must be placed at 'ready positions'. (i.e. one hand length in from the end and side of the table every time they are placed on the table)
- Snap-on Rule: 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'.
- Underhand Rule: The die must be thrown underhand.
- One-hand Rule: The die must be caught with only one hand. Note that if the die is caught by an opposing player in his/her mouth, this is a legal catch and results in a 'pizza';
- Trap Rule: The die cannot be trapped against your body, your teammates body, or any other object other than the table.
- Height Rule: The die must be thrown above the head of the tallest player sitting at the table during that particular game.
- In-turn Rule: Partners must always throw 'in-turn'. (i.e. alternate throws)
- Drink Rule: One glass must be finished in three or four drinks, players choice.
- Dead-die Rule: If the die hits any obstruction, such as the ceiling or a fan on the throw, it is considered a 'dead throw' and counts as your turn.
- Games are always played to seven points, and a win can be by one point.
(i.e. 7-6 is OK). One question we get is 'Why not win by two?' Well, in short,
winning by one point means that:
- Games don't take hours to play. Since it ends definitively at 7 points, those teams waiting to get on the table can rest assured that their game will start this century, and;
- Games can end on the 'deciding' point. A 6-6 game becomes a tense see-saw battle, as literally every throw by both teams can end the game.
- If during a throw, the die bounces on the table, it must hit a cup or bounce off the end of the table inside the 'forty-fives' (imaginary 45 degree angled lines that continue out from each corner of the table) in order to score. A die bouncing outside the 'forty-fives' is called 'side' and is considered a 'dead throw'. No drinking is required on 'side' throws.
A player/team shall score a point AND force the other team to consume their entire glass and then spit the die if:
- They throw a die of appropriate height and land it inside one of the opponent's glasses, either directly in the air, from one or more bounces on the table, off another glass, or off of one of the catching teams; body, hands, etc. Essentially if the die ends the turn in an opposition glass after a legal throw, they need to drink and spit!
- The opposition team, during their throw, manages to sink the die in their own glass. (yes, this can happen due to deflections off of opposition mugs, etc)
- A member of the receiving team blocks the top of their glass to prevent a die from entering. Note, pretending to do this is OK, but having the die actually hit your hand while doing this results in this massive penalty.
A player/team shall score a point AND force the other team to consume one drink, which counts against their drink count of four per glass, if:
- On a valid throw that does not hit a glass, and is not caught or trapped, the die comes to rest anywhere except on the table. Note that if the die leaves the table, it must must bounce off inside the 'forty-fives', 45 degree angles extending from the corners of the table (see the diagram in the Fundamentals section).
- On a valid throw that hits an opponent's glass, and is not caught or trapped, the die comes to rest anywhere except on the table. Once the die hits the glass, the 45 degree angle rule is ignored and the die may now leave the playing field in any direction.
- On a valid throw that the opposition team grabs or interferes with the die while it is in flight.
A player/team shall NOT score a point, but will force the other team to consume one drink, which counts against their drink count of four per glass, if:
- The opposition team traps the die in any way other than on the table;
- The opposition team throws 'out-of-turn';
- The opposition team throws a die and misses the table completely (either 'side' or 'long');
- The opposition team attempts to catch the die and uses two hands.
Spitting the Die
The cupped player must, upon finishing their drink, take the die into their mouth, and spit it onto the table. Should the die come to rest with the five facing up, the glasses of the 'spittee' and their partner, if playing a team game, must be refilled and then consumed immediately... pain, thy name is five!
After spitting the five and consuming the drinks, game play continues. You do not continue to spit until you spit a non-five.
Note, the die itself must come to rest on the table. If the die falls onto the floor, it must be re-spit.
Modified Snappa games that are worthy of special consideration.
There is one special rule change when playing Snappa in a bar setting:
- A die that is thrown and misses the table completely (Non-Scoring rule #3) is not in effect.
All other normal rules, including the rules governing ladies Snappa, apply.
A belt match is a type of 'championship' match, typically between the top two players or teams in your tournament or chapter. Basically, two players or two teams decide to lay the very belt they are wearing that night on the line, and play a best-of-seven tournament. This is equivalent to racing for pink slips, and is for all the bragging rights. First player or team to win four games receive ownership of their opponent's belts and do not return them until they have been liberated by the other team in a subsequent best-of-seven 'belt match'.
Important! In order to win or lose a belt, a 'belt match' must be declared before the first throw. And of course, in order to enter a 'belt match', you must be wearing a belt!
To encourage a spirit of inclusiveness, and to take into consideration the usually much smaller body sizes, special Snappa rules have been created for members of the fairer sex...
- Women must finish glass in six drinks, rather than four;
- Women are permitted two handed catches;
- Women are allowed to trap the die between legs, arms, against their
body, and are given special praise for chest traps where no hands are
- Specifically, the ladies will be awarded a pizza should they trap the die with their chest... (note, this rule also applies to heavy-set gentlemen as well!!)
- Besides the above, all other official Snappa rules apply.
In this format, four glasses will remain on the table at 'ready positions' with each glass being filled halfway to the top (this helps to eliminate broken glasses). The two players then align themselves wherever they desire at opposite ends and throw at the glass of their choosing. Typically, players will align themselves diagonally or 'kitty-corner' from their opponent and only throw at the glass in front of their opponent, although 'calling glass', in which an opponent gestures or says they are going for the other glass is possible. All other official Snappa rules apply.
When an odd number of players or teams present itself, players or teams will assign themselves a moniker or number and proceed to play each and every other player/team once. The standing from this 'round-robin' will determine seeding for a a deciding tournament (see below).
When it has been decided, either through 'round-robin' play or other means, that two players or teams will be the only ones playing they may decide to play a best of five or best-of-seven tournament. This also may coincide with a 'belt match'.
Note that this will consume from two to four hours of your time and a large number of drinks, so a stout constitution, a foolish head or both are required! As with other special formats, all other official Snappa rules apply.
As always, please play responsibly and know your limits!