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MarsMatch (Shenzhen) Intellectual Sports Ltd.
MarsMatch Game Rules
(Version 30)
I. Game Overview
II. Game Objectives
III. Card Composition & Order
IV. Hand Types
V. Game Flow
VI. Victory Conditions
VII. Scoring Rules
VIII. Special Notes
This is a competitive card game for N players (N≥2) using standard poker decks (54 cards per deck), requiring each player to use one deck (i.e., N players use N decks). All cards are shuffled across decks, and each player randomly receives 54 cards.
Each round consists of two phases:

A. Initial Phase: Players who randomly receive "Heavenly Hands" (specific high-probability winning combinations) during dealing automatically win and exit.
B. Real Match Phase: Remaining players proceed to the Real Match Phase, where they compete using strategy and card combinations until the game concludes.
1、Initial Phase:
A. Banker (First Player): If the Banker holds a Heavenly Hand (Starlink or UFO with power exceeding other UFOs), they win immediately.
B. Non-Banker Heavenly Hands: If the Banker wins with a Heavenly Hand, other players holding Heavenly Hands ("Non-Banker Heavenly Hands") also win and exit.
C. Heaven Snatch Mechanism: If the Banker lacks a Heavenly Hand, players with Heavenly Hands trigger a "Heaven Snatch" competition.
D. Multiple Winners: If multiple Non-Banker Heavenly Hands or Heaven Snatchers exist, all tied winners exit with equal points.
E. Conclusion: Winners exit, and remaining players enter the Real Match Phase.

2、Real Match Phase:
A. Victory: Players win by securing three consecutive plays or depleting their cards. Remaining players are "Total Losers."
B. Scoring: Winners and losers earn points based on rules.
C. Hand Hierarchy: Spaceship > Super Drone > Drone > Tiebreakers: Lone Boat/Starship/Rocket/Pair Sequence.
1、Deck: 54 standard cards, including 2 Jokers (Big/Little), 13 ranks (2-A), 4 suits each.
2、Single Card Rank: Big Joker > Little Joker > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3.
1、Joker-Based:
A. UFO ("Four Heavenly Kings"): Exactly 2 Big + 2 Little Jokers. Holder wins in the Initial Phase.
B. Invalid UFO: If Joker counts deviate, split into Spaceship (2 Jokers) or Lone Boat (single Joker).
C. Spaceship: Two Jokers. Big Joker pair > Mixed Jokers > Little Joker pair. Highest in Real Match.
D. Lone Boat (Single Joker):
a.Unbeatable as a single card. Big Joker > Little Joker.
b.Can attach 1 single/pair (except "2").
c.Attached card’s rank determines superiority if Jokers match.
d.Suppressed by Spaceship, Super Drone, or Drone.

2、Starlink: Exactly six "3" cards. Holder wins in Initial Phase.
3、"2" Cards (Wildcards):
A、Rank: Above A, below Jokers.
B、Can substitute other ranks, except:
a.Cannot pair with Jokers.
b. Cannot form Starship (four-of-a-kind) or Drone.

4、Drone Class:
A. Super Drone (Super Bomb): Exactly three "3" cards. Second only to Spaceship.
B. Drone (Bomb):
a.Four+ cards of the same rank.
b.Longer drones beat shorter ones; equal length compares ranks.
c.Beats all except Super Drone.
d.Four "2"s form the strongest natural Drone.

5、Sequence Hands:
A. Pair: Two same-rank cards.
B. Pair Sequence: Three+ consecutive pairs (3 to A). "2" can substitute but must maintain continuity.

6、Attached Hands:
A. Rocket: Three same-rank cards:
a.Can form consecutive groups (3 to A).
b.May attach 1 single/pair or none.
c."2" substitution allowed with continuity.

B. Starship:
a. Four same-rank cards (no "2" substitution).
b. Can form consecutive groups (3 to A).
c. May attach 2 singles/pairs ("2" allowed in attachments) or none.
1、Preparation:
Random draw determines first player, dealer, and turn order. Cards dealt counterclockwise.

2、Initial Phase:
System auto-detects Heavenly Hands. Winners exit; others proceed.

3、Real Match Phase:
A. Turns: Players act clockwise (claim/pass). First player to act wins ties.
B. Post-Win: Predetermined player resumes play.

4、Conclusion:
First player to empty their hand ("Ground Hand" or "Ground Snatch") ends the game. Remaining players lose.
1、Heavenly Hands (Initial Phase):
A. Banker Wins: Starlink or UFO.
B. Non-Banker Wins: Follow if Banker has Heavenly Hand.
C. Heaven Snatch: Compete if Banker lacks Heavenly Hand.

2、Real Match:
A. Ground Hand: Post-Heavenly winner empties hand in two consecutive turns.
B. Ground Snatch: First to empty hand after initial play.
C. Human Hand: First to empty post-Ground Hand/Snatch.
1、Initial Phase:
A、Heavenly Hand: Starlink (10,000), UFO (1,000).
B、Non-Banker: Starlink (7,000), UFO (700).
C、Heaven Snatch: Starlink (9,000), UFO (900).

2、Real Match:
A、Ground Hand (500).
B、Ground Snatch (300).
C、Human Hand (100).
D、Total Losers (0).
1、Disputes: Arbitration available for unclear rules.
2、Breakthrough Award: Given to contributors who optimize rules.
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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