FIRST DOWN SNAP
Outsmart your opponent.
Two coaches, 22 cards, two dice. Pick your play in secret, reveal together and see who read the other one better. A full game takes 20 to 40 minutes, on a small table, at a tailgate or during the game on TV.
The next campaign brings FIRST DOWN and SNAP. The list hears about it first, and only people on the list get the FOG weather card. Join here.
Five steps. One drive.
One coach plays offense, the other defense. A drive has up to four downs. Then the roles switch.
Weather
The offense turns over a weather card. It changes the dice for the whole drive.
Bonus position
The offense picks QB, RB or WR. Every card of that position gets +1 this drive, or +2 in the variant for experienced players. The defense now knows where you want to attack, unless you are bluffing.
Pick in secret
Each coach holds 3 of their 6 cards. Both choose one face down at the same time.
Reveal and roll
Flip both cards. Blue values help the offense, green values help the defense. Then both roll a tactic die.
Write it down
Note the result of the down on the score pad. Played cards go face down. Next down.
The tactic dice only show 1, 1, 2, 2, 3 and 3. They add pressure, but they can't save a bad call.
Start with cards. Then flick.
KICKOFF
Cards and dice only. Learn it in a few minutes.
- Reach +7 in a drive and you score a touchdown.
- The drive ends after four downs or at +7.
- No touchdown, no points. The roles switch. First to 3 touchdowns wins.
PRIME TIME
With ramp, field goal and ball. Your points are only worth something if you hit.
- From +6, every down can be a touchdown attempt: flick the ball over the ramp into the end zone.
- After a touchdown, kick the extra point from the 30-yard line.
- From +3, try a field goal. The better your drive, the shorter the kick: +3 from 60, +4 from 50, +5 from 40 yards.
- You choose the length: 2, 4, 6 or 8 drives. Ramp and field goal only go up when you are allowed to score.
The box is the stadium.
The lid is the ramp. It is shaped like a wedge. Take it off and it is ready to go.
The box is the end zone. Lay it flat, turn it 90 degrees and the printed bottom becomes the end zone you aim at.
Field goal and ball come on a cardboard punchboard. Everything packs back into the box.
- 6Offense cards
- 6Defense cards
- 4Weather cards
- 5Trash Talk cards
- 1Rules card
- +1FOG weather card, only for people on the list
- 2Tactic dice
- 1Score pad
- 1Field goal and ball (punchboard)
Twelve calls. Every one has a counter.
Each card shows its value against every card on the other side. No charts, no lookup. You see right away who called it better.
Every drive, new conditions.
Clear Day
Offense +1 on the die.
Wind
Downs 3 and 4: +1 for the team that leads after down 2.
Rain
Same number on both dice: defense +1.
Heat Wave
Offense: a rolled 3 counts as 2. The defense rolls normally.
FOG
The fifth weather card. Only for people on the list.
Win the drive. Earn the last word.
Whoever wins the drive draws a Trash Talk card and finishes the line about the other coach, out loud.
"The drive of ___ went more smoothly than ___'s excuses."
Try it before you hold it.
Play SNAP against the computer or a friend, on your phone or computer. No download, no account.
Be first when SNAP is ready.
News about SNAP and FIRST DOWN, the next launch and new games. No more than one email a month.