Snip
Quick Pitch
Snip is a combinatorial graph game where players take turns removing edges (connections) from a graph.
Hook
Draw a web of dots connected by lines โ that's your graph. On each turn, you snip one line away. The catch? Cutting certain lines causes a whole chunk of the web to fall off, wiping out extra moves at once. Think carefully before you snip, because the player who makes the last legal cut wins.
Equipment Needed
- Sheet of paper
- Pencil or pen
- Ruler (helpful for drawing clean graphs)
- Eraser (optional)
Setup
Draw Graph: Create connected graph structure
- Vertices: labeled circles or dots
- Edges: lines connecting vertices
- Designate "root" vertex (often top or center)
Simple Starting Graphs:
- Path Graph: Linear chain of vertices (1-2-3-4-5)
- Star Graph: Central vertex connected to satellites
- Tree Graph: Branching structure
- Cycle Graph: Vertices in circular arrangement
Example Starting Graph (Tree):
1
/ \
2 3
/ \ \
4 5 6
Designate Root: Choose one vertex as the "root" (typically vertex 1)
- Removing edge that disconnects vertex from root removes that branch
Decide Turn Order: Player 1 goes first
Rules
Objective
Remove the last legal edge, leaving opponent unable to move.
Gameplay
- Players alternate turns
- On each turn, a player removes one edge from the graph
- When an edge is removed:
- If it disconnects any vertices from the root vertex, those disconnected vertices are removed along with all their incident edges
- Subgraph becomes smaller
- Player unable to remove any edge (no edges remain, or no legal moves) loses
Example Game
Starting tree graph:
1 (root)
/ \
2 3
/
4
Edges: 1-2, 1-3, 2-4
Player 1: Removes edge 1-2
Result: Vertices 2 and 4 disconnected from root and removed
Remaining:
1
|
3
Player 2: Removes edge 1-3
Result: Vertex 3 disconnected and removed
Remaining: Only vertex 1
No edges remain. Player 1 cannot move. Player 2 wins.
Key Mechanic: Cascading Removal
When you remove an edge:
- Check if any vertices become disconnected from root
- Remove those vertices AND all edges touching them
- Result is a smaller graph
This creates cascade effects where removing one edge can eliminate multiple vertices.
Expert Player
Tips
Graph Structure Understanding:
Root Control: Root vertex is permanent; removing edges threatens non-root vertices
Bridge Edges: Edges whose removal disconnects vertices from root
- Removing bridge removes entire branch
- Choose carefully when removing bridges
Leaf Vertices: Vertices connected by single edge (leaves)
- Removing edge to leaf removes only that leaf
- Safe moves that don't cause cascades
Branching Depth: How far vertices are from root
- Removing edge to branch removes entire sub-tree
- Plan to control which branches survive
Strategic Principles:
Preserve Complexity: Keep graph complex to maximize opponent's options
- But don't give opponent good moves
- Balance between simplification and constraint
Cascade Efficiency: Use removal edges that disconnect large subtrees
- Removes many vertices at once
- Reduces available edges for opponent
Control Symmetry: Break symmetry to limit opponent
- Asymmetric graphs favor the player creating them
- Remove edges to create unbalanced positions
Endgame Awareness:
- Count remaining edges
- If odd number remain, first player should win
- If even number, second player should win
- (Assuming both play optimally)
Example Strategy on Star Graph:
Starting star (root in center with 5 satellites):
S1
\
S2--R--S3
/ \
S4 S5
Player 1 should remove edge to one satellite (say S1), disconnecting it:
S2
\
R--S3
/ \
S4 S5
Now 4 edges remain, and Player 2 is forced to remove another. Continue removing satellites one by one. With careful counting, you can force opponent into final move.
Variations
- Directed Graphs: Edges have direction; disconnection based on directed paths
- Weighted Graphs: Different edges worth different points or have different removal effects
- Multi-Root: Multiple designated root vertices
- Cycle Graphs: Graphs with cycles (not just trees) create more complexity
- Different Removal Rules: Remove edge and all vertices adjacent to that edge
Learn More โ History & Origins
History & Origins
Snip is a lesser-known combinatorial game related to the broader family of graph games (Col, Hackenbush, Nim variants). It appears in academic papers on impartial games and graph games but lacks widespread recreational adoption. The game demonstrates edge-removal mechanics and graph connectivity principles. Like many mathematical games, Snip is studied by combinatorial game theorists but remains specialized to academic and serious game-player communities.
Cultural Context
Snip appears in academic game theory literature as a variant of graph games. The game demonstrates practical applications of graph theory to strategic games.
The game appeals to mathematicians, computer scientists, and graph theorists. It shows how abstract graph structures translate into interesting games and strategic challenges. Understanding optimal strategy requires thinking about graph connectivity and cascading effects.
See Also
Mathematical Notes
Graph Theory Concepts:
- Trees: Acyclic connected graphs (simple Snip games)
- Bridges: Edges whose removal disconnects the graph
- Components: Disconnected subgraphs
- Degree: Number of edges at a vertex
Game Theory:
- Snip is an impartial game
- Positions can be analyzed using Sprague-Grundy theory
- Some positions are determined winning/losing with perfect play
- Parity of edges often determines outcome
Small Graph Analysis
Path Graph (2 edges):
A - B - C
- First player removes one edge, second removes the other
- First player wins (makes last move)
Star Graph (4 satellites, 4 edges):
S1
\
S2-R-S3
/
S4
(S5 is 5th edge option)
- 4 edges remaining
- Second player wins if both play perfectly
- (Even number of edges generally favors second player)
Binary Tree:
- Depth and breadth affect gameplay
- Careful analysis needed for each structure