Mat Clash vs. The World

Freestyle Rules • Base Cards • Quick Scrap • Dual Match

Base Cards (Freestyle)

+2 Takedown

2 pt Takedown — 9 (+2)

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the 2-point takedown card obtains 2 points and is now in the top position.

  • The Defense card is the only card that will prevent the wrestler from obtaining a 2-point takedown.
  • If Defense is played, the wrestlers stay neutral and the score stays the same.
+4 Feet-to-Back Takedown

4 pt Feet-to-Back Takedown — 4 (+4)

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the 4-point takedown (feet-to-back) card obtains 4 points and is now in the top position.

  • If the opponent does not respond with a Defense card, it becomes an automatic pin (match ends).
  • If the opponent responds with a Defense card, the pin is defended and the attacker still receives 4 points.
  • You may then play one additional turn card: Leg Lace or Gut Wrench.
  • You will then be placed in the neutral position for the next transition.
+2 Reversal

Reversal — 9 (+2)

This card can be played after the other wrestler plays a 2-point takedown card, or if the other wrestler plays a reversal card after being taken down from neutral. The wrestler that plays the reversal card obtains 2 points and is now in the top position.

  • The Defense card is the only card that will prevent the wrestler from obtaining a 2-point reversal.
  • If Defense is played to prevent the reversal, the wrestlers reset to neutral for the next transition and the score stays the same.
+2 Leg Lace

Leg Lace — 4 (+2)

The Leg Lace card can be played when the wrestler is in the top position and it is their turn in transition.

  • Playable if Momentum is played directly after a 2-point takedown to skip the other wrestler’s transition turn.
  • Playable if a 4-point feet-to-back takedown is played and the other wrestler defends the pin.
  • Playable if the other wrestler does not have a Reversal card after a 2-point takedown and loses their transition turn.
  • There is no defense for this card.
  • Next transition begins in neutral.
+2 Gut Wrench

Gut Wrench — 4 (+2)

The Gut Wrench card can be played when the wrestler is in the top position and it is their turn in transition.

  • Playable if Momentum is played directly after a 2-point takedown to skip the other wrestler’s transition turn.
  • Playable if a 4-point feet-to-back takedown is played and the other wrestler defends the pin.
  • Playable if the other wrestler does not have a Reversal card after a 2-point takedown and loses their transition turn.
  • There is no defense for this card.
  • Next transition begins in neutral.
+0 Momentum

Momentum — 4 (+0)

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

Example: You play a 2-point takedown from neutral, then play Momentum to skip the opponent’s turn, then play Leg Lace or Gut Wrench for an additional +2.

-1 Passivity

Passivity — 2 (–1)

This card can be played at any point in transition (Neutral, Par Terre) to skip the other wrestler’s transition turn and draw one additional card from the remaining deck.

  • Passivity gives the other wrestler +1 point.
  • A Pin card or Mat Beast card cannot be played directly after Passivity.
+1 Push Out

Push Out — 2 (+1)

The Push Out card can be played from the neutral position and awards the wrestler that plays it 1 point. Wrestlers remain in neutral. There is no defense for this card.

Pin

Pin — 1 (Pin)

This card can be played after the completion of the first transition in a Quick Scrap game, and the completion of the second transition in the Dual Match game.

  • Defense is the only card that prevents the pin.
  • If defended, wrestlers remain in the same positions they were in prior to the pin attempt (Neutral, Par Terre).
+0 Defense

Defense — 9 (+0)

This card can be played after the other wrestler plays a 2-point takedown, reversal, pin, Throw, or Chest Wrap. It nullifies points or prevents pins based on the rules below:

  • Vs 2 pt Takedown: points negated; wrestlers stay neutral.
  • Vs Reversal: points negated; reversal player stays bottom.
  • Vs Pin: pin prevented; positions stay the same.
  • Vs 4 pt Feet-to-Back: prevents pin only; attacker still gets +4; defender stays bottom.
  • Vs Throw / Chest Wrap: Defense must be played to prevent the pin threat.
Beastin' (Wild)

Beastin’ (Wild) — 2

This card can be played as any of the following base cards:

  • 2 pt Takedown
  • Reversal
  • Defense
  • Momentum
  • Passivity
  • Leg Lace
  • Gut Wrench

Cannot be played as: Pin, Mat Beast, Throw, Chest Wrap.

Important: This is the only defense for the Mat Beast card.

Mat Beast

Mat Beast — 1 (Pin)

This card can be played after the completion of the first transition in a Quick Scrap game, and the completion of the second transition in the Dual Match game. The Mat Beast card can be played from any position (Neutral, Par Terre).

  • Beastin’ (Wild) is the only card that can defend Mat Beast.
  • If defended, the next transition begins in neutral.
+4 Chest Wrap

Chest Wrap — 2 (+4)

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the Chest Wrap card obtains 4 points.

  • The other wrestler must play Defense to prevent the pin threat.
  • If defended, the next transition begins in neutral.
+5 Throw

Throw — 2 (+5)

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the Throw card obtains 5 points.

  • The other wrestler must play Defense to prevent the pin threat.
  • If defended, the next transition begins in neutral.

Quick Scrap (Freestyle)

Setup

  • Each wrestler is dealt 9 cards.
  • From the remaining deck, each wrestler draws 1 card to determine who starts. Highest value starts.
  • If both wrestlers draw the same valued card, place them back into the deck and redraw.
  • If either wrestler draws a specialty card, Pin, or Mat Beast during the start draw, place it in the middle of the deck and redraw.
  • Beastin’ (Wild) is valued at 3 during the start draw.
  • Both wrestlers keep the draw card (10 cards total to begin).
  • The remaining deck is placed off to the side.

Match Play

  • Cards must be played in freestyle positions: Neutral and Par Terre (Top/Bottom).
  • Each wrestler plays cards into their own score stack to calculate the final score (if needed).
  • A Negate stack is used for defended takedown, reversal, pin, or Mat Beast attempts.
  • Each wrestler may draw 2 cards from the remaining deck during the match.
  • Passivity can be used to skip the opponent’s turn and draw 1 card. Pin/Mat Beast cannot be played directly after Passivity. Passivity gives the opponent +1.
  • Pin and Mat Beast cannot be played until after the completion of the first transition.

Ways the Match Ends

  • Mat Beast is played after the first transition and the opponent does not have Beastin’ (Wild) to defend.
  • Pin is played after the first transition and the opponent does not have Defense to defend.
  • Feet-to-Back is played and the opponent does not have Defense (automatic pin).
  • Neither wrestler can complete another transition — calculate the final score.

Decision Scoring

  • Technical Fall: win by 10+ points.
  • Decision: win by 10 or less.

Tiebreaker (No Overtime)

  • There is no overtime in freestyle.
  • If the match is tied, the winner is determined by the biggest move played in the match.

Dual Match (Freestyle)

Mat Clash vs. The World is a five-match Dual Match format made up of Quick Scrap matches with team scoring recorded after each match.

Setup

  • Use the same start draw rules as Quick Scrap (9 dealt + 1 draw to start).
  • Each wrestler may draw 3 cards from the remaining deck during each Quick Scrap match.
  • Pin and Mat Beast cannot be played until after the completion of the second transition.

Team Scoring

  • 6 team points — Win by Pin, Mat Beast, or undefended Feet-to-Back.
  • 5 team points — Win by Technical Fall (10+ point margin).
  • 3 team points — Win by Decision (10 or less).

Conclusion

  • After Match 5, total team points are calculated.
  • If tied, a tiebreaker Quick Scrap match is wrestled. Winner takes the Dual Match.
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Official Name: MAT CLASH VS. THE WORLD