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Zoomer Matrix Solitaire

To play Zoomer Matrix Solitaire in real life, you need a Zoomer Poker Deck. For instructions on how to make one, click here.

If you plan to just play the video game version, then obviously, there is no need to make a deck.

Inital Setup

Turn 1 card face up. This is the "Trap Card". Deal 4 more cards face up on the corners of the trap card. Then deal 8 more cards on the corners of the four you just dealt. This formation is called the Matrix. Hold the rest of the deck in your hand, you'll need it in a minute.


You can remove and discard 2 or more of the same denomination of card from the Matrix. All cards that are removed have to be "free" meaning they have no other cards on them. The one exception is when you are removeing all occluding cards from that card at the same time.

You can not remove the two eights in the above setup, because one is covered by another card.

You can remove the two eights in the above setup.

You can remove all three eights in the above setup.

You may draw a card from the deck. Once you do, you are committed to doing something with it. When you have a card in hand, you must do one of the following:
1) Remove it along with one or more of the same denomination of free cards from the Matrix.

2) Place it on the Matrix in a spot of your choosing. The spot must be completely "supported" by other cards.

In the above picture on the left, you could place a card in the outlined location because it is supported. In the above picture on the right, you could not, because that spot is not supported.

When you have a card in hand, you must do something with it. You may not clear other cards before placing, clearing, etc.

If you have a card in hand, and can neither place it on the Matrix, nor clear it, you lose the game.

If you run out of cards in the deck, leave the Matrix as it is, reshuffle all discarded cards, and continue.


There are two ways to win Zoomer Matrix Solitaire.

1) If you remove the Trap Card (the center card, meaning you have cleared the whole board) you win the game. This is a "Win by Trap"
2) If you at any point take off 5 of one denomination in one sweep, you win the game. This is a "Win by Pent".

If you are really talented/lucky, you may be able to win by Trap AND by Pent (clearing the trap card by doing a 5-sweep). This rare circumstance is called a "Slam" and if you do it, you should be proud.


The first thing that should be immediately obvious is that, with 5 of each denomination, if you take off a pair, you'll eventually have to take off a 3-of-a-kind of that same denomination later down the line. One thing you should definitely do, then, is keep track of which denominations you have taken pairs off of, and which you have taken triplets off of.

You almost never want to take off 4 of a kind. The only time you would do this is when you have an immediate win available by doing it. Taking off four of a kind, or taking off two pairs of the same denomination at different points in the game will lead to a lone card of that denomination lurking in the deck waiting to ruin your game. Let's say you take off a pair of sevens. Later you take off another pair of sevens. Later still, you draw the remaining seven. You have to place it somewhere on the Matrix, and it won't be leaving, because there are no more sevens to clear it with.

The video game version keeps track of which denominations you have taken pairs off with, and which you have taken trios off with.

Placement. When you place a card on the Matrix, try your best to place on a card of the same denomination. This makes it more likely that you'll be able to free up those cards. Also, remember when placing cards, that the Trap Card's denomination is kind of special because (barring a win by Pent) it will be the last one taken off. So at some point in the game, you will have to arrange to get a card of the Trap Card's denomination on the Trap Card.

Going for the Pent: Sometimes, when things are out of control, it's wise to try for a pent. If you have several singleton cards left in the deck (because you were forced to take off 4 total of various denominations to stay alive) and you notice that you have a denomination you haven't taken ANY off of yet, consider going for the Pent.

Screwed: Often it will become clear that, though you won't lose before running out of cards, you won't be winning this round, either. Either because of singleton cards out there or because of a Weave (explained below). If this is the case, try to set yourself up for next round. There's no sense in taking off a trio of cards if you can save it for after the shuffle and take them off then.

Avoid Weaving: A "Weave" is when you have cards on top of each other such that none can be cleared. For instance, you might have a four on a six, and elsewhere have a six on a four (and you've already cleared 3 of each of those denominations). In the aforementioned case, neither the sixes nor the fours can be cleared this round. You will have to either win by Pent or try to survive till you reshuffle so you can get ahold of more fours and sixes to clear it up.