Snappa Rules

Snappa is a 2 vs. 2 tabled-based drinking game that rewards accuracy and stamina.

WHAT YOU NEED TO PLAY SNAPPA:

  • (2) Standard 16mm dice
  • (4) Players of drinking age
  • (4) Beers of your choice
  • (4) 16oz pint-glasses
  • (4) Stools or camping chairs
  • (1) Flat 8x4ft surface (wooden table)

snappa rules

          SNAPPA TABLE DIMENSIONS:

          • The 8x4ft table must be divided into two equal parts (4x4ft)
          • A standard sized snappa table is 3.5ft tall
          • Make sure nothing is obstructing the vertical field of play
          • Teammates cups must be placed 3.5ft apart 
          • Opponents cups must be placed 7.5ft apart

            Snappa Rules

            The Tossers Handbook
            ⚀   ⚁   ⚂   ⚃   ⚄   ⚅

                HOW TO PLAY SNAPPA: 

                - Snappa is a defensive beer game that combines sport and leisure. The goal of the game is to toss your dice onto your opponents half of the table and have the die roll between your opponents cups before falling to the ground.

                - To begin a match, one player from each team rolls a die. The highest roller's team is awarded the first toss and the opposing team chooses their end to defend.

                - Every game begins with (4) full pint-glasses placed a finger's length from each corner.

                - All tosses are thrown seated and underhand.

                - The die must achieve a minimum height of 10 feet for the toss to count.

                - The contents within you and your partner's cups must be consumed and refilled after 4 points have been scored on your team. 

                - The team that was scored on drinks roughly 1/4 of their cup per point but only after both of the opposing players have tossed.

                - You and your partner always drink in pairs (and as House Rules permit). 

                - Prior to every toss, the tosser must alert the other team by saying, "Die up!"

                - If the opposing team doesn't believe the die achieved 10 feet of air, a defensive player can shout, "low".

                - If the die is low, the toss does not count and the tosser has lost their turn. 

                ☞  ⑤  must be referred to as Bizz
                ☞  ⑦  
                must be referred to as Buzz

                HOW TO SCORE POINTS:

                • ONE POINT:

                FIELD GOAL - when a player tosses the die onto the table and it goes through the defending team's Endzone before falling to the ground. 

                • TWO POINTS:

                SINK - when a player tosses the die into an opponents cup. Both players must finish drink their cups and refill them upon completion. 

                DEFENSE WINS CHAMPIONSHIPS:

                - To prevent points, either of the two defenders can attempt to catch the die with one hand. You cannot come in contact with the dice until it has "touched down" meaning hit the table or a cup and left the vertical field of play.

                - If a defender drops the dice, traps it against their body, or uses two hands to make a catch, points are awarded. 

                HOUSE RULES:

                Listed below are circumstances under which "House Rules" are applied:

                H - a player's cup gets sunk & rolls bizz
                O - the die "dies" on the table bizz up
                U - a player sinks their own teams' cup
                S - a team gets skunked (11-1 or 7-0)
                E - a player says the words five or seven

                RARE CIRCUMSTANCES:     

                - Die Back is awarded when both players score consecutively.

                - If a dispute ensues, you may seek guidance from the Officiating Bystander ("OB"). The OB decides whether the die was low, fair, or too-close-to-call, and an official re-toss will be awarded.

                  Please take the appropriate measures to ensure you DO NOT swallow the dice. Use your fingers, a straw, a spoon, or the nearest squirrel if you must.

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