Snowp
Snowp Rulebook
Table of Contents
Table of Contents
Components
- 50 Bells
- 1 Bag
- 6 Rings
- 1 Snowfield board
- 1 Scoreboard
- 6 Score markers
- 6 Sled boards
- 6 Glove tokens
Objective of the Game
Slide the ring to collect bells. The player who scores the most over three rounds wins.
Setup
- Place the Snowfield board on the table and give each player a Sled board.
- Each player takes one ring and places it on a corner circle of the Snowfield board. Use the circles with the numbers that correspond to the number of players (2 to 5).
- Put all the bells in the bag.
- Draw bells randomly and place one on each dot on the Snowfield board. In a 2-player game, skip the blue dot (x6), and in a 3-player game skip the pink triangle (x3).
- Place the Scoreboard nearby and place your Score marker matching the color of your Sled board at the 0 position.
- Choose the start player any way you like. Flick the rings a few times to warm up, then start!
Component Notes
- Sled board — each player's personal board for holding collected bells.
- Snowfield board — the central hexagonal board where bells are placed and rings are flicked.
- Ring — the metal ring players flick to capture bells.
- Circle — the corner starting spots on the Snowfield board, marked with numbers matching player counts.
- Bag — holds all the bells; randomize them facing up and down.
- Score marker / Scoreboard — tracks each player's running score (sticker side down).
- Glove token — used for the Double Action additional rule.
- Bell — the colorful tokens players collect; randomize them facing up and down when placing.
Game Flow
Each round proceeds through three phases, repeated for three rounds total:
- Collect Bells using the Ring — Slide the ring to capture bells inside. Repeat this clockwise starting from the start player until only one color remains.
- Calculate Scores — Earn points by the number of bells collected. The more bells of the same color, the higher the score. The last remaining color scores zero.
- Prepare for the Next Round — Refill the bells used in the round. Choose some collected bells to carry over. The highest total score over three rounds wins.
01 Collect Bells using the Ring
Players take turns sliding their ring once, and if any bells are caught inside, they are collected. This counts as a single turn.
Starting with the start player, continue taking turns clockwise until only one color remains.
Slide the Ring
The active player places their ring around the circle and aims it at the bells on the Snowfield board by flicking or sliding it with a finger.
The ring must not cover the outline of the circle, and players must not touch the bells directly. Violations result in an invalid turn.
You may touch any part of the ring to slide it.
Collect Bells
When the ring stops and there are bells inside it, the player collects all those bells and places them on their sled board.
Bells resting on top of the ring also count as within the ring, but if they touch the surface outside the ring even slightly, they are not counted.
If a ring falls off the Snowfield board but still has bells inside, the bells can be collected.
After collecting the bells, return the ring, ending their turn and it's the next player's turn.
Try to avoid moving surrounding bells where possible.
Out of Bounds Bells
If a bell goes outside the Ice Area, it is "out of bounds".
At the end of the turn, the active player returns all out-of-bounds bells to the center dot of the Snowfield board.
If there are already bells on the center dot, or if multiple bells are being returned, place them close to the center dot.
Whether a bell is out of bounds or not, it is determined by its center when viewed from above. If the center is inside the Ice Area or on the boundary, it is within bounds; if it is outside, it is out of bounds.
Color Removal Bonus
If, as a result of collecting bells, all the bells of one color are removed from the Snowfield board, a "Color Removal Bonus" is triggered.
The active player then chooses one bell from the color of bells that have the most remaining, with at least two or more on the board, and collects it. If there is a tie for the most, the player chooses either color.
If only one of each color remains or if the round-end condition is met, the Color Removal Bonus does not occur.
The Color Removal Bonus is not triggered if:
- Only one of each color remains
- It is the end of the round
End of Round Conditions
When a player collects some bells and only one color or fewer remains on the Snowfield board, the turn ends immediately and scoring begins.
02 Calculate the Scores
Once the end of round condition is met, finish the current turn immediately and calculate the scores for all players.
Score Calculation for Bells
Points are added according to the number of bells collected in each color, as shown in the table below.
| Bells Per Color | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Points | 1 | 3 | 5 | 8 | 12 |
Collecting more than six in a color scores the same as five.
The color of the bell that remains on the Snowfield board at the end of the round scores 0 points, regardless of the amount collected.
Move your Score marker according to your points earned.
Example of Score Calculation
- Pink Sled board: gray x3 = 5 pts, blue x1 = 1 pt — Total 6 pts
- Orange Sled board: pink x2 = 0 pts, green x4 = 8 pts — Total 8 pts
- Green Sled board: blue x2 = 3 pts, pink x2 = 0 pts — Total 3 pts
- Blue Sled board: yellow x5 = 12 pts — Total 12 pts
- Remaining pink bell on the board scores 0 points.
03 Setup the Next Round and Final Scoring
Setup the Next Round
In Rounds 1 and 2, prepare for the next round as follows.
Refill the Bells on the Snowfield Board
Return all the remaining bells on the Snowfield board to the bag. Then randomly draw bells from the bag and place them on the dots on the Snowfield board.
Choose the Bells to Carry Over
Each player may choose up to 2 bells after the first round, and four bells after the second round from their Sled board to hold onto to carry over to the next round.
However, no more than 2 bells of the same color may be chosen.
Starting with the highest score and proceeding in descending order, each player selects which of their bells to carry over and return the rest to the bag. Players with the same score choose simultaneously.
Change the Start Player
The player with the lowest score becomes the next start player.
If tied, the player closest clockwise from the player who took the last turn in this round becomes the start player.
Final Scoring
After three rounds, the player with the highest score wins.
If tied, the player with the most bells wins.
If still tied, the game ends in a draw. Well played!
Team Play Variant (Recommended!)
Snowp can be played in teams: 4 players as 2 vs 2, and 6 players as 2 vs 2 vs 2. Teammates sit opposite each other.
With 6 players, the game should be played as a team.
In team play, each team has one Sled board and shares the bells.
Scores are calculated by team, and the highest scoring team wins.
The starting player is chosen from the team with the lowest score.
Double Action (Additional Rule)
At the start of the game, give each player a Glove token face up.
If no bells are caught in the ring, once per round, flip the face-up Glove token to slide the ring again from the same spot.
If bells are caught in the ring this time, collect them as usual.
At the start of the next round setup, turn all Glove tokens face up.
If the ring goes off the board on the first shot, you cannot perform Double Action.
Frequently Asked Questions
Can I collect bells positioned on top of the ring? Yes, as long as they are not touching the surface outside the ring, you can collect them.
Can I collect bells if my ring slides off the Snowfield board? Yes, as long as the bells are in the ring, you can collect them.
What happens if the bells become sideways or upside down? The game continues as is, regardless of their orientation.