Mind Match
A how-to note calls Mind Match a memory room. A 4 by 4 grid of paired symbols flashes for 3 seconds, then the tiles turn face down. You and three opponents take turns flipping two tiles. A correct match stays face up and that player goes again. The brand page does not name this room.
How a round goes
- The grid flashes for 3 seconds.
- The tiles turn face down.
- On a turn, flip two tiles.
- A match stays up, and the same player goes again.
| Grid | 4 by 4, paired symbols |
|---|---|
| Flash | 3 seconds, then face down |
| Players | You and three opponents |
| Pair | 100 points |
| Speed bonus | 50 points for the fastest match in a round |
| Winner | Highest total takes the pot |
| Second place | 30 percent back |
| Round on the how-to note | 4 minutes |
The grid and the turn
The how-to note calls this a memory room. Sixteen tiles, arranged 4 by 4, show paired symbols for 3 seconds and then turn face down. You and three opponents take turns. A turn is two tiles. A match stays face up and the same player takes another turn.
Scoring on that note is points, not a brand-page payout table. Each pair is 100 points. The fastest match in a round adds 50 points. The highest total at the end of the grid takes the pot. Second place is written as 30 percent back. The note times a round at 4 minutes.
| Grid | 4 by 4 |
|---|---|
| Reveal | 3 seconds |
| Players | You and three opponents |
| Pair | 100 points, tiles stay up |
| Speed | 50 points |
| Second | 30 percent back |
| Round | 4 minutes |
What a correct match changes
The note describes only the correct match: the tiles stay face up, and the same player takes another turn. It does not write a separate sentence for a miss, so this page does not invent one. Because a match gives the turn back, one player can keep going while the matches continue. The other three are still in the round.
The note calls the room exclusive, and it calls Mind Match a decision room along with Quick 21, IN7 Rummy, and Tap Trail. It says those decision rooms can be learned in practice for 5 or 6 rounds before a cash room. Practice coins are demo coins and do not convert. A cash room is a separate choice.
Advice the note prints, kept as advice
The note says to divide the grid into four quadrants, northwest, northeast, southwest, and southeast, and to remember positions rather than only colours. It also says the opponents are watching the same tiles you turn up. That is advice on the note. It is not a result, and it does not name the symbols. This page still does not assign a numbered cover to the room.
Time, and the rooms around it
A round is 4 minutes on the note. The same note says a session of about 30 minutes can hold 4 to 8 rounds, depending on the room. One room runs at a time. Wins are written as going to the wallet on their own, with no separate claim step. Spin Sevens is the luck room on that note, about 5 seconds and solo. It is not this grid. The brand page does not name Mind Match.






Untitled covers. A filename is not a room name.
