Requires a pack of playing cards. The aim is to lose all the cards in your hand.
All the players sit around a table, so that they can all reach the centre. The cards are dealt out to all the players as normal.
The person to the dealer’s left then puts his card into the centre, face-up, saying “One”. The player on his left then puts her card face-up on top of his, while saying “Two”. Play continues in this way (going “One”, “Two”, … “Nine”, “Ten”, “Jack”, “Queen”, “King”, “One”, “Two”, etc) until one (or more!) of the following happens:
- The card just laid matches the card underneath (same as normal snap).
- The card just laid matches the card number spoken by the player (e.g. they put down an Ace while saying “One”).
- The card just laid is a Queen.
At this point, all the players must SLAM their hands on top of the pile of cards in the centre, and the last player to do so takes the entire pile, and puts them on the bottom of the pile in his/her hand. He/she then starts off the next round.
In addition.
- If any player slams, or even starts to but jerks it back (“flinches”) they forfeit the round and pick up all the cards in the centre.
The game has two major variants:
- When a player has used all their cards, they continue to say numbers in turn, and still have to SLAM when a “snap” occurs”. This variant never ends.
- When a player has used all their cards, they cease play. The first player to do so is the winner, and the player left with all the cards at the end is the loser.
And there are several minor variations:
- Numbers aren’t spoken – the players must keep track in their head!
- When a player has no cards, their number still “counts” – i.e. if a 6 is laid, and a non-card holding player says “six”, that’s still a snap.
- When certain numbers are spoken (e.g. “Jack”), play changes direction. Alternatively, keep the jokers in, and use them to change direction.
- Have special words for certain numbers. So “cat” instead of “ten”, or “monkey” instead of “three”.