It would require a lot of work to randomize things like that with the built in action parts, conditions & values alone, which is why it's simpler or at least in my case recommened you use Lua script to create a table to store the values inside of.
Think of the table as a grid. Say you have 2 rows & 4 colums, which would be a 2x4 grid consisting of 8 items in total. You can add the names of each of the items into one of the table indexes & then using a bit of Lua & math.random trickery you can sort the table entries randomly.
Here's a quick example of a Lua table...
mg_1 = {"apple", "apple", "pear", "pear", "grape", "grape", "strawberry", "strawberry"}
I'm not going to go into exactly how to create a match game right now, as I will probably get something wrong trying to type it out off the top of my head, but if you want, you can check out the sliding puzzle script I shared on the wiki a while back as it shows setting up a table/grid that gets randomized at the start of the scene the puzzle is shown on.
You can find the script & example
here.
Be warned though... this isn't really valid for a match game as it's to do with sliding grid tiles around & checking which direction they can be slid in. Match mini-game is somewhat simpler to script.