Match & Collect: Complete Rules

🎯 Game Overview

Match & Collect is a set-collection variant of mirrorquest. Players draw and discard to build valuable melds, using Wonder cards to accelerate their own collection or slow everyone else's. Everything below plays the same at any table size — only the hand size and the winning score change, and both are in the table under Setup.

🃏 Setup

  • Shuffle all 88 cards together
  • Deal each player a hand according to the table below
  • Place the remaining deck facedown as the draw pile
  • Turn the top card faceup to start the discard pile
  • Players organise their hands by symbol, location, colour, or Wonder type
  • Youngest player goes first in the opening round. After that, whoever is furthest behind starts, and play continues clockwise
PlayersCards EachPlay ToRoughlyNote
2 players12 cards800 points4 rounds—
3 players10 cards700 points4 rounds—
4 players10 cards700 points4 roundsUse the reshuffle variation; four hands leave a thin deck

⚡ Turn Structure

Four phases, always in this order:

  • 1 · Draw (mandatory, and always first): Take one card — either the top of the draw pile, or the top card of the discard pile. You may take the discard whether or not you can use it immediately. You cannot lay anything down, play a Wonder, or discard until you have drawn.
  • 1b · Say a place out loud (optional, once a round): If you already hold two or more cards from the same place, you may name it aloud. Everyone holding cards from there gives you all of them. If nobody has any, nothing happens. One free ask each per round; a Messenger buys you another.
  • 2 · Meld (optional): Lay valid melds faceup in front of you. You may also add cards to melds you laid down on earlier turns.
  • 3 · Wonder (optional): Play one Wonder card for its ability.
  • 4 · Discard (mandatory): Place one card on the discard pile. Your turn ends.

📍 Valid Melds

Mirror Pairs (2 cards) — 10 points

Two cards sharing the same colour AND the same symbol. You don't need to know the deck to spot one: matching border, matching corner icon. Example: a red border with a deer in the corner, from two different locations.

Symbol Sets (3+ cards) — 30 points, +10 per extra card

Three or more cards with the same symbol, regardless of colour or location. Example: Mountain-Red, Mountain-Blue, Mountain-Yellow from different locations.

Colour Sets (5+ cards) — 55 points, +10 per extra card

Five or more cards of the same colour, from any locations or symbols. There are 16 cards of each colour in the deck.

Rainbow Sets (4+ cards) — 80 points natural, 60 with a Legendary, +10 per extra card

Four cards with the same symbol, one of each colour. A Legendary may stand in for one of the four colours; a Rainbow built that way is worth 60 rather than 80. Once the set is down you may keep adding cards of that symbol for 10 each, whatever colour they are. A Symbol Set you have already laid down can grow into a Rainbow Set if you add the missing colours; it rescores as a Rainbow. Example: Deer-Red, Deer-Blue, Deer-Yellow, Deer-Green.

Location Groups (3-4 cards) — 70 points, or 100 for all four

Three or four cards from the same location. Only 4 cards exist for each location, which makes this the hardest meld to assemble. Real cards only — no Legendary substitutions. Example: 3-4 cards from Winterwoods.

Wonder Sets (3-4 cards) — 70 points, or 100 for all four

Three or four Wonder cards of the same kind: three Gates, four Guides, and so on. They must all be the same family; a mixed handful is not a set.

🌟 Wonder Cards

A Wonder you play goes faceup in front of you, not into the discard. It is spent, out of the round, and worth 5 points at the end of it.

You may play one Wonder per turn, and that includes the Gate. Each is used once and then set aside. A Wonder you are saving for a Wonder Set counts as a normal card until you lay the set down.

Multicolour Border (12 cards)

  • Legendary (4 cards): Substitutes for any one card in a Symbol Set, Colour Set or Rainbow Set. It adds +10 points in a Symbol or Colour Set. In a Rainbow it adds nothing and the set is worth 60 rather than 80, because filling the fourth colour yourself is the harder feat. Maximum one Legendary per meld. May NOT be used in a Location Group or a Mirror Pair — those two must be built from real cards.
  • Messenger (4 cards): Say a place out loud — any place, with no need to hold two of it. Every opponent holding cards from there gives you all of them. If nobody has any, draw a card instead.
  • Guide (4 cards): Look at the top 4 cards of the draw pile. Keep 2, return the other 2 facedown on top of the draw pile in any order.

Black Border (8 cards)

  • Gate (4 cards): Your turn ends the moment you play it, with no discard, and a fresh turn begins straight away. Nothing goes on the pile, so whatever was showing is still showing. One Wonder a turn, so a Gate has to be that Wonder — if you have already played another, the Gate waits.
  • Shelter (4 cards): Choose one. Shelter your hand — play it faceup in front of you, and at the end of the round nothing left in your hand costs you anything, Wonder cards included. Or shelter a card — take any one card out of the discard and into your hand, Wonder cards included, giving nothing back. The second use stays open even if you already have a Shelter down.

White Border (4 cards)

  • Offering (4 cards): Choose one. Take from the pile — up to 2 cards from anywhere in the discard, not just the top and Wonder cards included, then give the same number back from your hand. Or trade for fresh ones — put as many cards as you like from your hand into the discard and draw the same number from the deck.

💯 Scoring System

Meld TypeBase PointsBonus Conditions
Mirror Pair (2 cards)10 pointsReal cards only
Symbol Set (3 cards)30 points+10 per additional card
Colour Set (5 cards)55 points+10 per additional card
Rainbow Set (4 cards)80 points60 if a Legendary fills one of the colours.
+10 per extra card of that symbol either way
Location Group (3 cards)70 points100 total for the complete 4-card group
Wonder Set (3 cards)70 points100 total for all four of that kind
Legendary in meld+10 pointsMaximum one per meld. No bonus in a Rainbow Set, which scores 60 instead
Wonder played, faceup in front of you+5 points eachSpent, and out of the round
Going out+25 pointsDiscarding your last card
Cards left in hand-5 points eachNothing at all if you have a Shelter down
Wonder cards in hand-10 points each

🏁 Round End & Winning

A round ends when:

  • A player discards their last card (going out), or
  • The draw pile runs out — that player finishes their turn first, then the round ends

The player who goes out receives a 25-point bonus. All players score their melded cards and subtract points for cards remaining in hand. Shuffle everything and deal again, with whoever is furthest behind starting the new round. The first player to reach the target in the Setup table wins the game!

⚖️ Rules People Will Argue About

  • Your turn always starts with a draw. One card, from the deck or the discard.
  • You may take the discard even if you cannot use it yet. One card only, the top one.
  • A card belongs to one meld only. It cannot count toward a Colour Set and a Symbol Set at the same time.
  • You may add to your own melds on later turns. A Symbol Set of three becomes four for another 10 points. A Location Group of three becomes the full four for another 30. A Wonder Set of three becomes four for another 30.
  • You may not add to anyone else's melds. Your tableau is yours.
  • A Symbol Set can grow into a Rainbow Set, and rescores when it does. No other meld changes type. A Rainbow already down keeps growing too — every further card of that symbol is worth 10, whatever colour it is.
  • One Wonder per turn, with one exception. A Gate refreshes your turn, so after drawing you may play another Wonder — including a second Gate.
  • A Gate skips your discard. The new turn starts the ordinary way: draw, or take the top of the discard.
  • A played Wonder is not a discarded Wonder. It sits faceup in front of you, out of play, and nobody can take it back. A Wonder someone discarded can be reached by an Offering or a Shelter.
  • The free ask needs two in hand; a miss gives nothing. A Messenger is different — it can name any place, and it draws you a card on a miss.
  • Anything in the discard pile can be retrieved. The top card by drawing, any card with an Offering or a Shelter.
  • An Offering can trade any number of cards back into the discard for the same number of fresh ones.
  • A Messenger takes every matching card, not just one.

🔀 Variations

  • Reshuffle (recommended at 4 players): when the draw pile runs out, reshuffle the discard pile (minus its top card) into a new draw pile and keep going. The round then only ends when someone goes out.
  • Quick rounds: you may only take the top discard if you can use that card this turn, either in a new meld or added to one of your own. Otherwise you must draw from the deck. This shortens rounds considerably and rewards planning.
  • Shorter match: drop every target by 200 for a lighter game of two or three rounds.
  • Longer match: add 200 to every target. Five or six rounds gives consistent play more room to beat a lucky deal.

💡 Strategic Tips

  • Symbol Sets are your bread and butter: eight cards of each symbol, only three needed. Colour Sets pay more but ask for five, so they are a commitment rather than a default
  • Location Groups decide games: with 4 cards in 88 you cannot plan one, only notice it becoming possible. Going from three to four is worth 30 on its own, so never lay down a three-card group and forget it
  • Mirror Pairs are a tidy-up, not a plan: ten for two cards is the worst rate in the game, and both cards would serve a Colour or Symbol Set instead. Lay a pair down when the round is closing, not when it opens
  • Count your Wonders before you spend them: -10 each punishes hoarding, but three of a kind is worth 70. If a second Guide becomes a third, stop playing them
  • Use your free ask every round: it costs nothing and you lose it if you do not. It finds something about one time in three. Ask for the place you hold the most of
  • Listen to what other people ask for: a place said out loud tells you what someone is collecting. Stop discarding into it
  • Shelter is your permission to hold: once it is down you can hunt a Location Group without the usual bleed. Playing it early is safe, holding it is greedy. A second Shelter is never wasted — it takes from the discard without giving anything back, so watch for a discarded Legendary
  • Gate for tempo, and for reach: a fresh turn late in a round can be the difference between going out and being caught holding. It also skips your discard, which is the way to take two cards off the pile in a row
  • Guides are best in the middle: early you don't know what you need, late there is no time to use it
  • Reach into the discard only for something that finishes a meld: an Offering gives two back, so it is an exchange rather than a gain. When the pile has nothing for you, trade your dead cards in for fresh ones — and watch what that puts on the pile for everyone else
  • Take the discard when it beats a guess: a known card that advances a meld beats an unknown one. If it only vaguely helps, draw blind

Memory Game Rules

🎯 Game Objective

The primary goal is to clear the board by finding matching pairs of cards. The final score is determined by the types of matches made, bonuses earned, and penalties incurred. The game ends when all cards are matched or when no more possible matches remain on the board.

🛠️ Game Setup

Select Game Size:

The game begins with a choice of board size:

  • 16 Cards
  • 32 Cards
  • 64 Cards

Memorization Phase:

Before play begins, all cards are displayed face-up for a brief countdown period, starting from 4. After the countdown, the cards are flipped face-down, and the game timer starts.

🎲 Core Gameplay

Players flip two cards per turn to find a match. The criteria for a match are determined by the currently selected Match Mode. If the two flipped cards form a valid match, they are removed from the board, and points are awarded. If they do not match, they are flipped back face-down, and a point penalty is applied.

🔄 Match Modes

Players can switch between three different matching modes at any time during the game, even after flipping one card. Each mode offers a different point value for a successful match.

  • Colour Mode: Match two cards that share the same color (Green, Yellow, Red, or Blue).
  • Symbol Mode: Match two cards that share the same symbol (e.g., fish, bird, sun).
  • Location Mode: Match two cards that depict the same location (e.g., longsongsound, greenfields, etc). This mode can trigger a special bonus round.

💯 Scoring

Points are awarded based on the type of match and special bonus conditions.

ActionPoints
Color Match+15 points
Symbol Match+30 points
Location Match (initial pair)+50 points
Mismatch Penalty-5 points
Location Bonus (finding 3rd card)+50 points
Location Risk (failing to find 3rd card)-25 points
Location Bonus (finding 4th card)+100 points
Location Risk (failing to find 4th card)-50 points

🏆 Location Match Bonus Round

Making a successful two-card Location Match triggers an optional, high-risk, high-reward bonus round.

  • The Offer: After matching the first two cards of a location, the game will pause and ask if you want to try to find the third card of that same location.
  • The Third Card:
    • Accepting: You flip one more card. If it matches the location, you earn a +50 point bonus. If it does not match, you incur a -25 point penalty.
    • Declining: You can decline the offer. The initial two cards will be cleared, you keep your points, and the game continues normally.
  • The Fourth Card: If you successfully find the third card, you are given a second offer to find the fourth and final card for that location.
    • Accepting: A successful match awards a +100 point bonus. A failed attempt results in a -50 point penalty.
    • Declining: You keep the points from the third-card bonus, and the game continues.

💡 Resources

Players are given a set number of "Hint" and "Peek" plays, which vary based on the selected game size.

Game SizeHintsPeeks
16 cards10
32 Cards21
64 Cards32
  • Hint: Using a hint will momentarily flip over a potential color match and a potential symbol match from the remaining cards for 2 seconds, helping you locate a pair.
  • Peek: Using a peek flips all remaining unmatched cards face-up for 4 seconds, allowing you to study the board before they flip back.

🏁 End of Game

The game concludes in one of two ways:

  • All Cards Matched: The player successfully matches every card on the board. A final modal displays the score, total time, and accuracy percentage.
  • No More Possible Matches: If the remaining cards on the board cannot form any valid pairs in any of the three match modes, the game ends prematurely. The remaining cards are revealed, and the final score is shown.

📊 Statistics

The game tracks the following statistics, visible on the sidebar or in the mobile stats panel:

  • Attempts: The number of pairs you have flipped.
  • Matches: The number of successful matches you have made.
  • Accuracy: The ratio of matches to attempts, calculated as (Matches / Attempts) * 100.
  • Time: A running clock of the current game's duration.