MAT CLASH — Official Game Rules
Play. Learn. Clash.
Everything you need to run a match using official MAT CLASH rules — base cards, specialty waves, and game modes.
Base Cards
TAKEDOWN +3
Play from neutral to gain 3 points and move to top. A Defense card cancels the takedown and both stay neutral with no points awarded.
ESCAPE +1
Play immediately after your opponent plays a Takedown. Gain 1 point and return to neutral.
REVERSAL +2
Play after an opponent Takedown (or their Reversal from bottom). Gain 2 and move to top. Defense cancels this and you remain in bottom.
DEFENSE +0
- Cancels opponent’s Takedown, Reversal, Pin, or reduces Feet to Back to no pin (but they keep the +7) and you go bottom next.
- If used vs Takedown, no points and stay neutral.
- If used vs Reversal, no points and you stay bottom.
- If used vs Pin, no pin; keep positions.
NEAR FALL +2 / +3 / +4
Play from top in transition when you’ve skipped their turn, they failed to respond after your Takedown, or they defended your Feet to Back. No defense against near-fall.
MOMENTUM +0
Skip your opponent’s next turn in transition from any position. You may also play it after your own turn to immediately play another card.
STALLING -1 to opponent
Play anytime to skip their next turn and draw 1 from the deck. Opponent gains +1. Pin or MAT BEAST cannot follow directly after.
PIN
Playable after the 1st transition in Quick Scrap and after the 2nd transition in Dual Match. Defense cancels a pin.
MAT BEAST!
Playable after the 1st transition in Quick Scrap and after the 2nd transition in Dual Match. Only Beastin’ (Wild) defends it.
BEASTIN’ (WILD)
Can act as: Takedown, Escape, Reversal, Defense, Momentum, or Stalling. Cannot be: Pin, MAT BEAST, or Near Fall. The only defense vs MAT BEAST.
Specialty Cards
Wave 1
FEET TO BACK! +7
Play from neutral to gain 7. If not defended, it is an automatic pin. If defended, you keep +7 and they go bottom next.
COMEBACK! (Tie the Match)
Play anytime to immediately tie the score. You move to top. No defense.
Wave 2
CLONE
Play directly after their Takedown +3 or Feet to Back +7 from neutral to copy the points and position for yourself.
CUT EM -1 to opponent
Play directly after Takedown +3. Skip their turn and spot them +1, then you immediately go again. No defense.
SCRAMBLE +5
Play directly after their Takedown +3: it nullifies their takedown and gives you +3 takedown + +2 near fall (total +5). No defense.
Quick Scrap — Match Rules
- Each wrestler is dealt 9 cards. Both draw a 10th; highest value starts. Wilds count as 3. Redraw if either pulls Specialty, Pin, or Mat Beast.
- Cards are played in folkstyle transitions. Keep a personal stack for points and a shared Negate stack for defended actions.
- Each wrestler may draw 2 cards during the match.
- Stalling can be used anytime: skip their turn and draw 1 (opponent +1). Pin cannot follow directly after.
- Pin and Mat Beast are legal after the 1st transition.
Overtime
- If tied, both draw 1. Wrestler who lost initial draw pulls first.
- Highest value wins. Redraw if tied.
- Instant wins: drawing Mat Beast or Pin. If both, Mat Beast wins.
- Specialty > Base in overtime (except vs Mat Beast or Pin).
- Wilds count as 3 in overtime draws.
Dual Match — Team Format
- Run five consecutive Quick Scrap matches; record team points after each.
- Team scoring: Pin / Mat Beast / Feet to Back (no defense) = 6; Tech Fall (≥15) = 5; Major (≥8) = 4; Decision (≤7) = 3.
- Each wrestler may draw 3 cards from the deck in Duals.
- Pin is legal after the 2nd transition in Duals.
- Final team total wins; ties go to a tiebreaker Quick Scrap.