Extreme Snap is an more complex version of the popular children's card game Snap. Extreme snap is very quick to play, with rounds typically lasting less than 5 minutes, although then can occasionally last much longer, especially when players are of roughly equal ability. Technically the minumum number of players is 2, but 4 players is the practical minimum for an enjoyable game. The maximum number is literally how many people you can fit within arms reach of the pile.
Deck Extreme snap is played with a standard 52-card pack of playing cards. However, multiple packs could be used if there are many players, or an extended game is desired.
Gameplay The objective in Extreme Snap is to get rid of your cards.
Players are dealt equal numbers of cards from the deck, with the remaining cards being placed facing upwards in a pile at the centre of the playing surface. For example, if there are 5 players, each would recieve 10 cards, and 2 cards would be placed in the pile. Players are not to look at their cards, but hold them in a downwards facing stack.
Play proceeds clockwise, starting left of the dealer, with players taking it in turns to place a card from the top of their stack on to a central pile. Cards must be flipped outwards, so that the player may not see their card before it is played. As players place their cards on the pile, they must say the next number in the following sequence: Ace, two, three, four, five, six, seven, eight, nine, ten, Jack, Queen, King, Ace,... For example, Alfie dealt, so Beth plays a card and says 'Ace', Carl plays a card and says 'two', Diane plays a card and says 'three', Alfie plays a card and says 'four', and so on, until Bertie plays a card and says 'King', and then Alfie plays a card and starts over with 'Ace'. Some versions of the game state that only 'Ace', 'two' and 'three' should be said aloud, whilst counting continues as usual in the players heads.
If at any point a card matches the previous card (as in normal snap), or matches the number said by the person who played that card, all players must slam their hands onto the central pile. The last person to slam takes the central pile and places it at the bottom of their deck. Play begins again with the first to slam, who plays their card and says 'Ace'.
To get out, a player must first get rid of all his cards. Then, he must place his slamming hand on his opposite shoulder, and not lose the next slam. If he achieves this, he is now out. If he loses the slam, he must take the cards.
The winner is the first person to get out. If multiple players get out in the same slam, the player who slammed first out of those going out wins. When there are just two players left, the game switches to sudden death, or next-slam-wins. The loser is the player who loses the next slam, or makes a mistake.
If there is a dispute as to which player was last to slam, there should be a 'slam-off' - a player who is not involved in the dispute must take the central pile, turn it so that the cards are facing down, and begin dealing the cards onto the centre of the playing surface. Players must assume the hand-on-shoulder pose, and the last to slam collects the cards. Play restarts with the player who won the original slam (not the player who won the slam-off).
As Extreme Snap is a highly informal game, there are a number of different variations on the basic rules. Some versions do not include 'slam-offs', while others say that the person to lead is the first person to place a card and say 'Ace'. Another variation involves starting with basic rules, but after each hand a new rule is added to the game - for instance, standing up and spinning on the spot if a three-card run occurs. As there is no limit to these rules may be and they will stack as the game continues longer, this can lead to extremely complex and unconventional games, especially depending upon players states of sobriety.
Mistakes If a player makes a mistake, they must take the central pile, and play begins with the player to their left. Mistakes include: *Missing the pile (i.e. playing a card such that no part of it is directly above the last card played) *Playing out of turn *Saying the wrong number *Playing multiple cards or cheating by some other means *Slamming when inappropriate
Strategy Although the rules are simple, and it seems reactions are the only skill, there are some techniques which can be used in Extreme Snap to shorten your odds.
Card Watching The most effective technique is to look at an opponents card as he is playing it, rather than once it is already on the pile. Inexperienced players will give you enough time to see their card before they (or other inexperienced players) do. Card watching is less effective with players not directly in front of you, although it can still be utilised. However, Card watching can distract you from cards already on the pile, and thus slow your reaction to snaps.
Pile Migration Normally you would play your card roughly in the middle of the top card of the pile. Pile migration involves playing your card so that it is as close to you as possible, whilst still being on top of the top card. Over multiple turns the pile will migrate closer to you.
Advantages: *You will have a shorter distance to slam, whilst your opponents will have further to slam. Disadvantages: *You are much more likely to miss the pile *Your opponents will have longer to look at your card before you see it if you spend too much time positioning it To overcome these disadvantages is it important to play your card as quickly as possible, whilst making sure it land on the pile. Pile migration is outlawed by many players.
Pre-Slamming When you play a card, don't withdraw your hand immediately. Instead, hold it there momentarily, in the hope that if there is a slam, your hand will be slammed onto the pile. This works best if your reactions aren't quite up to scratch. This technique is, however, vulnerable to players accidentally (or perhaps purposefully) slamming your hand onto the pile when there is no snap, meaning you must pick up the cards.
Shielding When playing your card, try to position your hand so that the player(s) to your right (if you're right handed) cannot see the card. By blinding one player, you are almost guaranteeing that you won't lose if a slam does occur.
Jargon Clean Sheet Not losing a slam during a hand. Hand or Game A hand or game of Extreme Snap consists of several rounds. Perfect Game Playing a hand in which one wins every slam in which they participate. Round A round ends with a slam.
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