Mat Clash — Official Game Rules

Base Cards • Specialty Cards • Short Print • Quick Scrap • Dual Match

Base Cards

+3 Takedown card

Takedown +3

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the Takedown card obtains 3 points and is now in the top position.

  • The Defense card is the only card that will prevent the wrestler from obtaining a 3-point Takedown.
  • If a Defense card is played, both wrestlers stay in the neutral position and the score stays the same.
+1 Escape card

Escape +1

This card can be played when the other wrestler has played a Takedown card. The wrestler that plays the Escape card obtains 1 point and moves to the neutral position.

+2 Reversal card

Reversal +2

This card can be played after the other wrestler plays a Takedown card, or if the other wrestler plays a Reversal card from bottom.

The wrestler that plays the Reversal card obtains 2 points and moves to the top position.

  • The Defense card is the only card that will prevent the wrestler from obtaining a 2-point Reversal.
  • If a Defense card is played to prevent the Reversal, the wrestlers stay in the same positions as before the Reversal card was played, and the score stays the same.
+0 Defense card

Defense +0

This card can be played after the other wrestler plays a Takedown, Reversal, or Pin card and will nullify the points or pin from the other wrestler.

  • If a Takedown card is played prior to the Defense card, the wrestler that played the Takedown loses the 3 points and both remain in the neutral position.
  • If a Pin card is played prior to the Defense card, the wrestler that played the Pin card does not win the match; positions stay the same.
  • If a FEET TO BACK card is played, the Defense card prevents the pin and keeps the defending wrestler on bottom, but the wrestler that played FEET TO BACK still receives 7 points.
  • If a Reversal card is played prior to the Defense card, the wrestler that played the Reversal loses the 2 points and remains on bottom.
Near Fall card

Near Fall +2, +3, +4

Near-Fall cards are played when a wrestler on top has their opponent’s back exposed close to the mat long enough to earn points.

Near-Fall can be earned:

  • After a Momentum card is played directly after a Takedown to skip the opponent’s transition turn.
  • After a FEET TO BACK card is played and the opponent defends the pin.
  • When your opponent has no Escape or Reversal to play after a Takedown and loses their transition turn.

There is no Defense against Near-Fall cards.

+0 Momentum card

Momentum +0

This card can be played from any position (Neutral, Top, Bottom) to skip your opponent’s next turn in transition.

  • Momentum is played after you have played a card in transition to immediately take another transition turn and skip your opponent’s next turn.
-1 Stalling card

Stalling -1

This card can be played at any time in transition (Neutral, Top, Bottom) to skip your opponent’s turn in transition and draw one additional card from the remaining deck.

  • You cannot play a Pin card or MAT BEAST card directly after a Stalling card.
  • Playing Stalling gives your opponent 1 point.
Pin card

Pin

This card can be played after:

  • The completion of the first transition in a Quick Scrap match, or
  • The completion of the second transition in a Dual Match.

The Defense card is the only way to prevent a wrestler from being pinned and ending the match. If a Defense card is played, both wrestlers stay in the same positions they were in prior to the Pin card.

Mat Beast card

Mat Beast!

This card can be played after:

  • The completion of the first transition in a Quick Scrap match, or
  • The completion of the second transition in a Dual Match.

The Beastin’ (Wild) card is the only card that can defend MAT BEAST. If Beastin’ is played in response, both wrestlers stay in the same positions they were in prior to the MAT BEAST card.

Beastin Wild card

Beastin’ (Wild)

This wild card can be played as any of the following Base Cards:

  • Takedown, Escape, Reversal, Defense
  • Momentum, Stalling

It cannot be played as: Pin, MAT BEAST, Near-Fall, or any Specialty card. It is also the only defense for the MAT BEAST card.

Wave 1 Specialty Cards

Feet to Back +7 card

Feet to Back! +7

Play when both wrestlers are in the neutral position. The wrestler who plays this card scores 7 points.

  • The opponent must play a Defense card to be placed on bottom for the next transition.
  • If no Defense card is played, it results in an automatic pin.
Comeback card

Comeback! (Tie the Match)

Can be played at any point during the match. This card:

  • Immediately ties the score at that moment.
  • Places the wrestler who played it in the top position.
  • Has no defense.

Wave 2 Specialty Cards

Cut Em card

Cut Em -1

Play directly after you score with a +3 Takedown.

  • Skips your opponent’s turn in transition and gives them 1 point.
  • Lets you immediately play another 3-point Takedown card.
  • There is no defense for this card.
Scramble +5 card

Scramble +5

Play directly after your opponent plays a +3 Takedown card.

  • Nullifies your opponent’s 3-point Takedown.
  • Awards you 3 points for the Takedown and 2 points for Near-Fall (total +5).
  • Places you in the top position.
  • There is no defense for this card.
Clone card

Clone

Play directly after a +3 Takedown or +7 FEET TO BACK card from neutral.

  • You receive the same points and position as the card your opponent just played.
  • Example: Opponent plays a +3 Takedown; you play CLONE and now you get +3 and move to top.

Wave 3 Specialty Cards

Spladle +4 card

Spladle +4

Can be played when:

  • A Momentum card has been played directly after a Takedown to skip your opponent’s transition turn, or
  • Your opponent has no Escape or Reversal after a Takedown and loses their transition turn.

The wrestler playing SPLADLE must be on top and it must be their turn in transition. SPLADLE automatically awards a +4 Near-Fall.

  • Your opponent must play a Beastin’ (Wild) card to avoid being pinned.
Wizardry card

Wizardry (Erase the Points)

Can be played from any position at any time during the match.

  • Removes the points from your opponent’s last three cards.
  • Those cards go to the Negate pile.
  • You are placed in the top position for the next transition.

Example: Your opponent’s last three cards were a +3 Takedown, +0 Momentum, and +4 Near-Fall (7 total points). You play WIZARDRY — those points are erased, the cards are negated, and you go to top.

Short Print Specialty Cards (Digital Pack)

Escape +2 card

Escape +2

This card can be played when the other wrestler has played a Takedown card from the neutral position. The wrestler that plays the +2 Escape card obtains 2 points and moves to the neutral position.

Near Fall +5 card

Near Fall +5

This card can be played when:

  • A Momentum card is played directly after a Takedown to skip the other wrestler’s turn in transition, or
  • A Feet-To-Back card is played and the other wrestler defends the pin, or
  • The other wrestler does not have an Escape or Reversal card to play after a Takedown card and loses their turn in transition.

The wrestler playing a Near-Fall (+5) card must be in the top position and it must be their turn in transition. There is no defense for this card.

Mindset tie the match card

Mindset (Tie the Match)

This card can be played at any point during the match. This card immediately brings the match to a tied score at that point, and the wrestler that played the MINDSET card will be in the top position. There is no defense for this card.

Example: Wrestler A scored 9 points during the first three transitions, and Wrestler B only scored 3. If Wrestler B plays the MINDSET card in the third transition, the score becomes 9–9 with Wrestler B in the top position.

Beastin' (Wild) short print card

Beastin’ (Wild) — Short Print

A short-print version of the Beastin’ (Wild) card is included in the Digital Pack. It follows the same rules as the Base Card version listed above and is the only defense for the MAT BEAST card.

This wild card can be played as: Takedown, Escape, Reversal, Defense, Momentum, or Stalling. It cannot be played as: Pin, MAT BEAST, Near-Fall, or any Specialty card.

Resilience (Unpinnable) card

Resilience (Unpinnable)

Play Conditions: This card may be played from any position — top, bottom, or neutral.

Effects:

  • Prevents your opponent from playing a MAT BEAST card.
  • Prevents your opponent from playing a Pin card.
  • Prevents your opponent from converting a Feet-To-Back card into a Pin.

Additional Ability:

  • Skips your opponent wrestler’s next turn in transition.
  • Allows you to immediately play an additional card.

Example: You play Resilience from the bottom position. Your opponent’s transition turn is skipped, and you may then play an Escape or Reversal card right away.

Mat Clash Rules — Quick Scrap

Quick Scrap rules visual

Starting the Match

  • Each wrestler is dealt 9 cards.
  • From the remaining deck, each wrestler draws 1 card. The higher-value card wins the 10th card draw and starts the match.
  • If both draw the same value, those cards are returned to the deck and re-drawn.
  • If either wrestler draws a Specialty card, Pin card, or MAT BEAST card, those go into the middle of the deck and the 10th card draw is redone.
  • Beastin’ (Wild) counts as 3 points for this draw.
  • Both wrestlers keep the card they drew, so each starts with 10 cards.
  • The remaining deck is set aside for draws during the match.

Playing the Match

  • Cards are played following folkstyle wrestling transitions (neutral, top, bottom).
  • Each wrestler plays into their own card stack for final scoring if needed.
  • A separate Negate stack holds any Takedown, Reversal, Pin, or MAT BEAST cards that were successfully defended.
  • Each wrestler may draw up to 2 cards from the remaining deck throughout the match.
  • Stalling can be used at any time to skip the opponent’s turn and draw one extra card (opponent gains 1 point; no Pin can be played directly after Stalling).
  • Pin and MAT BEAST cards cannot be played until the first transition is complete.

Ways the Match Ends

  • A wrestler plays MAT BEAST after the first transition and the opponent does not have a Beastin’ (Wild) card.
  • A wrestler plays a Pin after the first transition and the opponent does not have a Defense card.
  • A wrestler plays FEET TO BACK and the opponent does not have a Defense card (automatic pin).
  • Neither wrestler can successfully complete another transition; the match goes to score.

Winning by Score

  • Win by 15+ points: Technical fall.
  • Win by 8+ points: Major decision.
  • Win by 7 points or less: Decision.

Overtime (Quick Scrap)

  • If scores are tied, both wrestlers draw one card from the remaining deck.
  • The wrestler who lost the original 10th card draw goes first.
  • Higher-value card wins. If tied, those cards are returned and another overtime draw happens.
  • If a Specialty, Pin, or MAT BEAST card is drawn in overtime:
    • MAT BEAST card = automatic win.
    • Pin card = automatic win.
    • If both draw one of these, the MAT BEAST card wins.
    • Specialty cards beat all Base cards, except MAT BEAST or Pin.
  • Beastin’ (Wild) is worth 3 points in the overtime draw.

Mat Clash Rules — Dual Match

Dual Match rules visual

Setup

  • Each wrestler is dealt 9 cards.
  • Both draw 1 card from the remaining deck; higher value starts the match (same 10th card draw rules as Quick Scrap).
  • Beastin’ (Wild) equals 3 points for this draw; Specialty, Pin, or MAT BEAST are placed back into the middle of the deck and re-drawn.
  • Each wrestler begins with 10 cards; the remaining deck is placed aside.

Match Play

  • Cards follow folkstyle transitions and are kept in individual stacks for scoring.
  • A Negate stack holds defended Takedown, Reversal, Pin, or MAT BEAST cards.
  • Each Dual Match consists of five Quick Scrap matches with team scoring after each.
  • Each wrestler can draw up to 3 cards from the remaining deck during each Quick Scrap match.
  • Stalling acts the same as in Quick Scrap (skip opponent’s turn, draw one card, opponent gets 1 point; no Pin directly after Stalling).
  • Pin and MAT BEAST cards cannot be played until completion of the second transition.

Team Scoring (Per Quick Scrap Match)

  • Successful Pin, MAT BEAST, or FEET TO BACK with no Defense = 6 team points.
  • Win by 15+ points = Technical fall, 5 team points.
  • Win by 8+ points = Major decision, 4 team points.
  • Win by 7 points or less = Decision, 3 team points.

After the fifth and final Quick Scrap, the scorekeeper calculates the team scores for each wrestler. The wrestler with the higher team score wins the Dual Match. If team scores are tied, a tiebreaker Quick Scrap match is wrestled; the winner takes the Dual Match.

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