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MarsMatch (Shenzhen) Intellectual Sports Ltd.
MarsMatch Game Rules
(Version 30)
I. Game Overview
1.This is a competitive card game for N players (N ≥ 2), using N standard 54-card decks (including 2 Jokers).
2.All cards are shuffled across decks, and each player receives 54 random cards.
3.Each game has two phases:
oInitial Phase: Players with "Heavenly Hands" (specific high-tier combinations) automatically win and exit.
oReal Match Phase: Remaining players compete through strategy and card combinations until the final round.
II. Game Objectives
Initial Phase
1.Dealer’s Heavenly Hand:
oIf both Starlink and UFO exist, Starlink takes priority over UFO.
oOther players holding Heavenly Hands (Non-Dealer Heavenly Hands) also win and exit.
2.Snatch Sky Mechanism:
oIf the dealer does NOT hold a Heavenly Hand, players with Heavenly Hands compete in "Snatch Sky."
oIf multiple players compete in Snatch Sky, they win jointly based on card strength and share equal points.
3. Heavenly Hand Types:
oStarlink: Exactly six 3s.
oUFO: Exactly 2 Big Jokers + 2 Small Jokers.
Real Match Phase
1.Players must win within 3 turns of play.
2.Hand Priority:
oSpaceship > Super Drone > Drone > Tied Hands (Lone Boat/Starship/Rocket/Pair Sequence).
3.Winners earn points; remaining players are "Total Losers" (0 points).
III. Card Composition & Order
1. Deck Composition
Each deck contains 54 cards:
o2 Jokers (Big Joker, Small Joker).
o13 ranks (2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3), with 4 suits each.
2. Single Card Rank (High to Low):
Big Joker > Small Joker > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3.
IV. Hand Types
1. Joker-Based Hands
UFO (Four Celestial Kings):
o2 Big Jokers + 2 Small Jokers.
oTriggers immediate win in the Initial Phase.
oIf invalid (extra/missing Jokers), split into Spaceship (2 Jokers) or Lone Boat (1 Joker).
Spaceship:
oTwo Jokers. Priority: Big Joker pair > Mixed Jokers > Small Joker pair.
Lone Boat (Single Joker):
oBig Joker > Small Joker.
oCan attach 1 single/pair (except "2").
2. Starlink
Exactly six 3s. Triggers immediate win.
3. Wild Card ("2")
Ranks below Jokers but above A.
Cannot:
oPair with Jokers.
oReplace cards in Starship (4-of-a-kind) or Drone (bomb).
4. Drone Hands
Super Drone (Super Bomb):
oExactly three 3s. Beats all hands except Spaceship.
Drone (Bomb):
o4+ cards of the same rank.
oPriority: More cards > fewer cards > higher rank.
oFour or more '2s' form the strongest natural Drone of the same rank.
5. Sequence Hands
Pair: Two same-rank cards.
Pair Sequence: 3+ consecutive pairs (3 to A). "2" can substitute for continuity.
6. Rocket & Starship
Rocket:
o3+ consecutive triplets (3 to A). Can attach 1 single/pair.
Starship:
o4+ consecutive quadruplets (3 to A). Can attach 2 singles/pairs.
V. Game Flow
1. Setup
Assign roles randomly (dealer, turn order).
Deal 54 cards to each player counterclockwise based on the drawn order.
2. Initial Phase
System checks for Heavenly Hands. Winners exit; others proceed.
3. Real Match Phase
Play proceeds clockwise.
Players respond with "Play" or "Pass."
After a player wins, the next turn is taken by the pre-assigned 'Successor' determined by random draw.
4. Final Round:
The game ends when the first player wins as "Ground Hand" or "Snatch Ground."
Remaining players are Total Losers.
VI. Victory Conditions
1. Heavenly Hands (Do Not Enter Real Match)
A. Dealer’s Instant Win Mechanism:
After dealing, if the dealer’s initial hand contains the following complete combinations, they win immediately:
a. Starlink: Exactly six 3s.
b. UFO (Four Celestial Kings): Exactly 2 Big Jokers + 2 Small Jokers.
B. Non-Dealer Heavenly Hands:
a. If the dealer wins with a Heavenly Hand, other players holding Heavenly Hands (Non-Dealer Heavenly Hands) also win.
b. Multiple Non-Dealer Heavenly Hand holders win jointly and receive equal points.
C. Snatch Sky Mechanism:
a. If the dealer does not hold a Heavenly Hand, players with Heavenly Hands enter "Snatch Sky."
b. If multiple Snatch Sky contenders exist, they win jointly based on card strength and receive points according to rules.

2. Real Match (Post-Heavenly Hand Phase)
A. Ground Hand Victory:
After the Initial Phase, the Successor (pre-assigned by random draw) becomes the "Ground Hand" if they gain two consecutive turns to play and empty their hand.
B. Snatch Ground Victory:
a. During the Real Match, after the first player plays a card, any player who gains two consecutive turns to play and empties their hand becomes the "Snatch Ground."
C. Human Hand Victory:
After a "Ground Hand" or "Snatch Ground" wins, the first player to empty their hand becomes the "Human Hand," ending the game.
VII. Scoring Rules
1.Initial Phase:
oHeavenly Hand (Starlink/UFO) points as above.
2.Real Match Phase:
oPoints awarded based on victory type (Ground Hand/Snatch Ground/Human Hand).
VIII. Special Notes
1.Disputes:
oUnclear rules during gameplay may be arbitrated via the system.
2.Breakthrough Award:
oRewards contributors to rule optimization, confirmed by the game platform.
EMAIL:marsmatch2023@gmail.com
MarsMatch (Shenzhen) Intellectual Sports Ltd.
Address: Room 101, No. 8 Xianghai Road, Xichong Community, Dapeng New District, Shenzhen
X:@MarsMatch
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