Snowball Clash
Pull back, aim and throw. Empty the other health bar. Health.
Snowball Clash is a two-player snowball-throwing game in which you pull back a slingshot to aim, allow for the wind and let go to throw. Each hit takes a chunk off your rival's health bar, and emptying it wins.
A slingshot pull sends a fat snowball over a snowy hill, and the wind makes every throw different. A hit goes poof, the thrower wobbles and the bar loses a chunk, and because throws come one at a time, you always know which throw to blame.
Also known as Snowball fight, Snowball fight game, Artillery-style throwing game.

- How you hold it
- Side by side
- Match
- Health
- Length
- About 1½ to 2½ minutes
- Play
- Friend or bot
How to play Snowball Clash: quick rules
About 1½ to 2½ minutes. Full rules, options and bot levels are further down.
- 1Turn the phone sideways, with Red left and Blue right.
- 2Pull back to aim; the dots show a gentle throw, not wind.
- 3Check the wind arrow, then let go; harder hits hurt more.
- 4Empty the other thrower's health bar to win.
Snowball Clash rules
Setup
- Hold the phone sideways. Red is always the left end as you hold it and Blue the right; either landscape direction works.
- Both throwers start at full health, with a snowy hill between them. A snowball that hits the hill splats and does nothing.
- A coin flip picks who throws first in a new match. On a rematch, the player who lost throws first.
- The countdown runs once at the start. After that, throws follow one after another.
A throw
- Throws alternate, one each. Only the thrower's touch counts.
- With wind on, the wind changes at the start of every turn, never the same twice in a row, and the label shows its direction and strength. Calm means no wind.
- For a gentle pull, a dotted path shows where the throw would go with no wind. Pull harder and the dots disappear: a hard, flat throw is all your own judgement.
- Let go with almost no pull and the throw is cancelled; you can aim again.
- If your turn timer runs out mid-aim, the snowball goes at your current aim. With no aim at all, it is “Too slow” and the turn passes.
Hits and health
- A hit anywhere on the other thrower counts, head or body. The faster the snowball arrives, the more health it takes, and the damage floats up as a number.
- You can't hit yourself, even if a headwind blows your throw back.
- Each bar also shows its health as a number.
Winning
- Empty the other bar to win. If the second thrower knocks out the starter, it is over at once.
- If the starter knocks out the second thrower, the second thrower gets “Last throw!”. Miss, and the starter wins; knock the starter out too, and whoever went further below zero loses, with a coin toss for an exact tie.
- After 15 throws each with no knockout, more health wins. Equal health goes to sudden death, one throw each, bigger hit wins; if that keeps tying, a coin toss decides. There is no draw.
Unlocking
- Snowball Clash can launch locked. A locked game offers Watch to play today, which unlocks it until midnight, or Premium, which opens every locked game while you are subscribed.
- A tournament can draw the game only if it is unlocked when the tournament starts, and it stays in that tournament even if the day's unlock runs out.
Tips to win at Snowball Clash
- 1Always check the wind arrow first. It changes every turn, and a strong headwind can drop a good throw on the hill.
- 2Faster snowballs do more damage, so once you've found the range, pull harder for a flatter, stronger throw.
- 3Use the last shot trace: it shows where your previous throw went, so adjust from it rather than starting over.
- 4If a throw lands short, pull a little longer next time; if it flies over, pull a little less. Small changes beat big guesses.
- 5With Turn time on, aim early. When the timer runs out, the snowball goes at whatever aim you're holding.
Controls
Landscape, a thumb each. Red owns the left end, Blue the right.
- Touch near your thrower's throwing hand and pull back, like a slingshot. The throw goes the opposite way to your pull: longer pulls throw harder, and the angle follows the direction.
- A chip next to your thrower shows the force and angle as you pull. Let go to throw.
- One finger: a second finger is ignored while the first is down.
- Turn the phone round or back upright during a match and it pauses, so nobody swaps ends by accident.
Options
Every option is free. Defaults are marked.
| Option | Choices | What it does |
|---|---|---|
| Wind | OffOn (default) | With wind off, every throw is calm and the wind label is hidden. |
| Show last shot trajectory | OffOn (default) | Leaves a faint dotted trace of each player's previous throw until their next one lands. |
| Turn time | 20 s (default)40 sOff | How long each player has to throw; Off removes the limit. |
| Left-handed hint side | Off (default)On | Moves the force and angle chip to the other side of your thrower, out from under a left thumb. |
Play Snowball Clash against the bot
The bot plays Blue and works out its throw from the same hill, wind and positions you can see, then adds human error. It never knows the next wind. You can watch its pull and readout before it throws.
Easy
Only half corrects for the wind and misjudges the force, so most throws land short or long.
Normal
Reads the wind, but misjudges the distance by a few steps.
Hard
Accurate to about the width of a thrower, but never exact, so it still misses.
Online, tournaments and hints
- Online
- One phone onlySnowball Clash plays on one phone; online play is for Tic Tac Toe and 4 in a Row today.
- Tournament
- Can be drawn in a tournamentIn a tournament it uses the default options (wind on, trace on, 20-second turns, left-handed hint off), whatever your saved options, and it is drawn only if it is unlocked when the tournament starts.
- Hints
- No hints here: it's all about your own reactions.
Coming soon
- Longer aim help. An accessibility setting that keeps the dotted aim path on for harder pulls, equal for both players.
- Two-step aiming. Set the angle, then the force, as an alternative for screen reader users.
- A shifting hill. A small change to the hill from match to match, for variety.
How it feels
- A stretch creak as you pull, and a whoosh that rises with the force of the throw.
- A soft poof and a white puff on a hit, a wobble, and the health bar draining in chunks.
- A dull flump and a splat for a miss on the hill or the snow, and a breeze as the wind changes.
- Slow motion and “Knockout!” for the final hit.
Accessibility
- Turns show in words and on the turn pill, and the active thrower glows. Red wears a bobble hat and Blue ear muffs, so the throwers differ by more than colour.
- Health is shown as a number as well as a bar.
- With reduced motion, wobble, shake and slow motion are removed and the puff becomes a single flash.
- A screen reader announces turns, the wind and every hit, but the aim gesture can't be played with one.
Snowball Clash questions
Hold the phone sideways, one end each. Pull back from your thrower like a slingshot, allow for the wind and let go; each hit takes health off your rival, and emptying their bar wins.
Yes. With wind on, it changes at the start of every turn and is never the same twice in a row. Turn it off for calm throws every time.
No. After 15 throws each, more health wins, then sudden death, then a coin toss if it keeps tying.
Yes. Snowball Clash in Duo Clash is built for two players on the same phone. Landscape, a thumb each. Red owns the left end, Blue the right.
Yes. The bot plays Blue and works out its throw from the same hill, wind and positions you can see, then adds human error. Choose Easy, Normal or Hard.
No. Snowball Clash plays on one phone; online play is for Tic Tac Toe and 4 in a Row today.



