Let's Rumble!

A FAST-PACED DUAL MATCH GAME

WITH OUR BMB UNIVERSE CHARACTERS!

QUICK SCRAPS * DUAL MATCHES

GREAT FOR BREAKS DURING TOURNAMENTS!

 

BASE CARDS

Takedown +3 

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the takedown card would obtain 3 points and now be 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 to prevent the takedown, the wrestlers will stay in the neutral position, as well as the score staying the same.

Escape +1 

This card can be played when the other wrestler has played a takedown card. The wrestler that plays the escape card would obtain 1 point and now be in the neutral position. 

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 would obtain 2 points and now be in 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 will stay in the same positions they were in prior to the reversal card being played (top, bottom), as well as the score staying the same.

Near Fall +2, +3, +4 

These cards can be played if a momentum card is played directly after a takedown card to skip the other wrestlers turn in transition, 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 card must be in the top position and be their turn in transition. There is no defense for these cards.

  

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 card will lose the 3-points from the takedown card and still be in the neutral position.

-If a pin card is played prior to the defense card, the wrestler that played the pin card will not win the match as the other wrestler was able to defend the pin. The positions of each wrestler will stay the same.

-If the feet to back card is played, the defense card will prevent the wrestler from being pinned and keep them in the bottom position. The wrestler that played the feet to back card will still receive the 7-points.

-If a reversal card is played prior to the defense card, the wrestler that played the reversal card will lose the 2-points from the reversal card and still be in the bottom position.

Momentum +0

 

This card can be played to skip the other wrestlers turn in transition from any position (Neutral, Top, Bottom). This card can be played AFTER the wrestler has played their turn in transition to skip the other wrestlers next turn in transition and play another card.

Stalling -1

This card can be played at any point in transition (Neutral, Top, Bottom) to skip the other wrestlers turn in transition and draw one additional card from the remaining deck. A pin card or MAT BEAST card cannot be played directly after a stalling card. Stalling cards will give the other wrestler 1 point.

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 defense card is the only card that will prevent the wrestler from being pinned and ending the match. If a defense card is played to prevent the pin, the wrestlers will stay in the same positions they were in prior to the pin card being played (Neutral, Top, Bottom).

MAT BEAST!

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 Beastin' (Wild) card is the only card that can defend this card. If a Beastin' (wild) card is played to prevent the pin, the wrestlers will stay in the same positions they were in prior to the Mat Beast card being played (Neutral, Top, Bottom).

 

Beastin’ (Wild)

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

-Takedown

-Escape

-Reversal

-Defense

-Momentum

-Stalling

This card CANNOT be played as:

-Pin

-MAT BEAST

-Near-Fall

This card is also the only defense for the Mat Beast card.

 

 

 

 

SPECIALTY CARDS

(STARTER SET WAVE 1)

FEET TO BACK! +7

(+3 TAKEDOWN AND +4 NEARFALL)

This card can be played when both wrestlers are in the neutral position. The wrestler that plays the FEET TO BACK! Card will obtain a total of 7 points. The other wrestler must play a defense card to be on bottom for the next transition, or it will result in an automatic pin. 

 

COMEBACK! (TIE THE MATCH)

This card can be played at any point during the match. This card will bring the match to a tied score at that particular point in the match, and the wrestler that played the COMEBACK! Card will be in the top position. There is no defense for this card.

Example: Wrestler A has scored 9 points during the first three transitions, and Wrestler B has only scored 3. If Wrestler B plays the Comeback! card in the third transition, the score would now be 9-9 with Wrestler B in the top position. During the score calculation at the conclusion of the match, the wrestler that played the Comeback! card will have the same number of points as the other wrestler up to that particular transition that the card was played. 

 

SPECIALTY CARDS

(WAVE 2)

Cut Em’ (-1)

 

The Cut Em’ card is to be played directly after a 3-point Takedown card. It will skip the other wrestlers turn in transition and give them 1-point. This will allow the wrestler that played the card the opportunity to play an additional 3-point Takedown card. There is no defense for this card.

 

Scramble (+5)

 

The Scramble card is to be played directly after the other wrestler plays a 3-point Takedown card. This card will nullify the 3-point Takedown for the other wrestler. It will award the wrestler that played the card 3-points for the takedown and 2-points for near-fall for a total of 5-points. The wrestler that played the Scramble card will now be in the top position. There is no defense for this card.

 

Clone (Shadow Variant)

 

This card can be played directly after a +3 Takedown or +7 FEET-TO-BACK card from the neutral position. This card will give the wrestler that played the CLONE card the points and positioning of the card played by the other wrestler.

Example: Wrestler B plays a +3 Takedown card. Wrestler A responds with the CLONE card. Wrestler A would obtain the +3 Takedown and now be in the top position.

 

$Bmoney Beastin’ Mat Clash Rules – Quick Scrap - 55 cards

Each wrestler is dealt 9 cards.

Off the remaining deck each wrestler will draw 1 card. The highest valued card will determine which wrestler begins the match.

Example: Wrestler A draws a 3-point takedown card and Wrestler B draws a 4-point near-fall card, Wrestler B would win the 10th card draw and begin the match. 

If both wrestlers draw the same valued card, the wrestlers will place those cards back in the remaining deck and draw again.

In the event that one or both wrestlers pull a specialty card, pin card, or MAT BEAST card during the 10th card draw, these cards would be placed in the middle of the remaining deck and a redraw would occur.

Beastin' (Wild) cards are valued at 3-points during the 10th card draw.

Both wrestlers will keep these cards to bring the total to 10 cards to begin the match.

The remaining deck will be placed off to the side.

Cards must be played in the same transition as a folkstyle wrestling match.

Each wrestler will play their cards in their own specific ‘stack’ to calculate the final score (if needed).

A ‘Negate’ stack will be off to the side for any takedown, reversal, pin, or MAT BEAST cards that were defended.

Example: Wrestler A plays a takedown card. Wrestler B plays a defense card. The 3-point takedown has been nullified and these cards would be placed in the ‘Negate’ stack. The score of the match would still be 0-0.

Each wrestler can draw 2 cards from the remaining deck throughout the duration of the match.

Stall cards can be used at any point to skip the other wrestlers turn and draw one additional card from the remaining deck. A pin card cannot be played directly after a stall card. Stall cards will give the other wrestler 1 point.

Pin cards cannot be played until the completion of the first transition.

EXAMPLE:

Wrestler A played a takedown card. Wrestler B plays an escape card. The current score would be 3-1. That is the first transition.

Ways the match will end:

A wrestler plays the MAT BEAST card after the completion of the first transition and the other wrestler does not have a Beastin’ card to prevent the pin.

A wrestler plays a pin card after the completion of the first transition and the other wrestler doesn’t have a defense card to prevent the pin.  

A wrestler plays a feet to back card, and the other wrestler doesn’t have a defense card to prevent the pin. 

Neither wrestler can successfully complete another transition. In this case, the score would be calculated, and one wrestler will win by technical fall (win by 15 points or more), major decision (win by 8 points or more) or decision (7 points or less).

Overtime:

In the event of a tied score, both wrestlers will draw a card off the remaining deck.

The wrestler who lost the 10th card draw to begin the match, will draw first in overtime.

Example: Wrestler A drew a 3-point takedown card and Wrestler B drew a 2-point reversal to begin the match. Wrestler B lost the 10th card draw to begin the match, therefore would draw first in overtime.

The highest valued card wins the match. If both wrestlers draw the same valued card, the wrestlers will place those cards back in the deck and draw again. 

If both wrestlers draw the same valued card, the wrestlers will place those cards back in the remaining deck and draw again for the 2nd overtime.

In the event that one or both wrestlers pull a specialty card, pin card, or MAT BEAST card during the overtime, the rule is as follows:

MAT BEAST CARD IS AUTOMATIC WIN.

PIN CARD IS AUTOMATIC WIN.

In the instance each wrestler draws one of these cards, the wrestler that drew the MAT BEAST card will win the overtime match.

SPECIALTY CARDS BEAT ALL BASE CARDS IN THE OVERTIME DRAW, EXCEPT THE MAT BEAST OR PIN CARD.

In this instance Wrestler A draws a MAT BEAST or pin card and Wrestler B draws a comeback card. Wrestler A would win the overtime match.

Beastin' (Wild) cards are valued at 3-points during the overtime draw.

 

 

 

$Bmoney Beastin’ Mat Clash Rules – Dual Match - 55 cards

Each wrestler is dealt 9 cards.

Off the remaining deck each wrestler will draw 1 card. The highest valued card will determine which wrestler begins the match.

Example: Wrestler A draws a 3-point takedown card and Wrestler B draws a 4-point near-fall card, Wrestler B would win the 10th card draw and begin the match. 

If both wrestlers draw the same valued card, the wrestlers will place those cards back in the remaining deck and draw again.

In the event that one or both wrestlers pull a specialty card, pin card, or MAT BEAST card during the 10th card draw, these cards would be placed in the middle of the remaining deck and a redraw would occur.

Beastin' (Wild) cards are valued at 3-points during the 10th card draw.

Both wrestlers will keep these cards to bring the total to 10 cards to begin the match.

The remaining deck will be placed off to the side.

Cards must be played in the same transition as a folkstyle wrestling match.

Each wrestler will play their cards in their own specific ‘stack’ to calculate the final score (if needed).

A ‘Negate’ stack will be off to the side for any takedown, reversal, pin, or MAT BEAST cards that were defended.

Example: Wrestler A plays a takedown card. Wrestler B plays a defense card. The 3-point takedown has been nullified and these cards would be placed in the ‘Negate’ stack. The score of the match would still be 0-0.

There will be a total of five ‘Quick Scrap’ matches with team scoring at the conclusion of each ‘Quick Scrap’ match.

Teams must record their team score at the conclusion of each ‘Quick Scrap’ dual match, with the total being calculated at the end of the ‘Dual Match’ to determine the winner.

Ways to score team points during the dual match:

Successfully playing a pin card, Mat Beast card, or feet to back card without a defense card being played will give the winning wrestler 6 team points.

Winning a match by 15 or more points will result in a win by technical fall and will give the winning wrestler 5 team points.

Winning a match by 8 or more points will result in a major decision and will give the winning wrestler 4 team points.

Winning a match by 7 or less points will result in a decision and will give the winning wrestler 3 team points.

EXAMPLE: Wrestler B successfully plays a pin card during the first match; Wrestler B would be leading the dual match 6-0 over Wrestler A going into the second ‘Quick Scrap’ match.

Each wrestler can draw 3 cards from the remaining deck throughout the duration of each 'Quick Scrap' dual match.

Stall cards can be used at any point to skip the other wrestlers turn and draw one additional card from the remaining deck. A pin card cannot be played directly after a stall card. Stall cards will give the other wrestler 1 point.

Pin cards cannot be played until the completion of the second transition.

EXAMPLE:

Wrestler A played a takedown card. Wrestler B plays an escape card. The current score would be 3-1. That is the first transition. Wrestler A plays another takedown card. Wrestler B plays a defense card. The score would remain 3-1 and be the completion of the second transition.

Ways each ‘Quick Scrap’ match will end:

See ‘Quick Scrap’ Rules. 

Conclusion of a ‘Dual Match’:

At the end of the fifth and final match, the scorekeeper will calculate the team scores for each wrestler. The wrestler with highest team score wins the ‘Dual Match’. In the event of a tie, a tiebreaker ‘Quick Scrap’ match would occur. The winner of the tiebreaker ‘Quick Scrap’ match would be awarded the ‘Dual Match’ win.

 

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