🥇 Mat Clash Rules – Quick Scrap

Deck Size: 55 cards Players: 1v1 (Head-to-head wrestling card battle)


🎯 Game Setup

  • Each wrestler is dealt 9 cards from the main deck.
  • Both wrestlers draw 1 additional card to determine who starts — this is the 10th card draw.
  • The higher-valued card wins and starts the match from the neutral position, just like real folkstyle wrestling.

 

Example:

  • Wrestler A draws a 3-point takedown.
  • Wrestler B draws a 4-point near-fall.
  • Wrestler B wins the draw and starts the match.

 


⚠️ Special Draw Rules

  • If cards are equal in value, return them to the deck and redraw.
  • If either player draws a Specialty, Pin, or MAT BEAST card, return and redraw.
  • Beastin’ (Wild) cards are worth 3 points during the 10th draw.
  • Both wrestlers keep their drawn card — each begins with 10 cards.
  • Set the remaining deck aside for in-match draws.

 


🔄 Gameplay Overview

  • Wrestlers take alternating turns, starting neutral, like a live match.
  • Cards must follow folkstyle transitions: Neutral → Takedown → Top/Bottom → Reversal → Escape → Ride → Pin, etc.
  • Use a Score Stack to track points.
  • Defended or nullified moves go into the Negate Stack.

 

Example:

  • Wrestler A plays a takedown (3 pts).
  • Wrestler B plays a defense (0 pts).
  • Both cards go to Negate Stack — score stays 0–0.

 


📥 Drawing During the Match

  • Each wrestler may draw up to 2 extra cards during the match.
  • Playing a Stall Card:

 


🚫 Pin & MAT BEAST Restrictions

  • Pin and MAT BEAST cards cannot be played until after the first transition.

 

Example of First Transition:

  • Wrestler A: Takedown (3 pts)
  • Wrestler B: Escape (1 pt)
  • Transition complete — score is 3–1

 


🛑 Match Ends If...

  • A MAT BEAST or Pin card is played after the first transition and is not defended.
  • A Feet to Back card is played and the opponent has no Defense automatic pin.
  • No more valid transitions remain — match goes to scoring decision.

 


🧮 Scoring Breakdown

  • Win by 15+ points = Technical Fall (Team: 5 points)
  • Win by 8–14 points = Major Decision (Team: 4 points)
  • Win by 1–7 points = Decision (Team: 3 points)

 


⏱️ Overtime Rules

If tied after all moves:

  • The wrestler who lost the 10th draw goes first.
  • Each wrestler draws 1 card.

 

Overtime Results:

  • Higher-valued card wins
  • Tie? Return both to the deck and redraw
  • MAT BEAST or Pin = automatic win

 

Special Cards in Overtime:

  • MAT BEAST beats all
  • Pin beats Specialty/Base
  • Specialty beats Base
  • Beastin’ (Wild) counts as 3 points

 

Example:

  • Wrestler A draws MAT BEAST
  • Wrestler B draws a Comeback
  • Wrestler A wins

 


🔗 Order your deck now at www.TeamMatClash.com 🔥 Join the movement. Train smart. Scrap harder.


© Mat Clash Wrestling Corp All rights reserved.

Written by Jesse Drennen

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