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Mohur rules

Strategy guide →
01

The goal

Two traders, best of 3 rounds. Win a round by ending it with more rupees than your rival — the winner takes a Company Seal. First to 2 seals wins the game.

02

Your turn: one action

Take a single card from the market for free, swap several of your cards (or coins) for market cards at once, sweep every coin in the market, or sell goods from your hand.

03

Selling goods

Sell a set of one good — tokens pay out highest value first, so early sales earn more. Diamonds, gold, and silver need at least 2 cards to sell. Sell 3, 4, or 5+ at once and you also draw a hidden bonus token.

04

Coins

Coins can't be sold. They sit in your coffer, don't count toward your 7-card hand limit, and fuel big multi-card swaps. Whoever holds more coins at round end takes a 5-rupee bonus.

05

Round end

The round ends when 3 goods token stacks are empty, or when the deck runs out completely. A market of fewer than 5 cards is legal and play carries on. Count rupees — hidden bonus tokens reveal now. Loser of the round leads the next one.

The full rules

Overview

Mohur is a two-player trading game played over a best of three rounds. Each round, both traders work the same five-card market, buying goods cheaply and selling them in bulk for tokens worth rupees.

Win a round by finishing it with more rupees than your rival, and you take a Company Seal. The first trader to two seals wins the match. A typical match runs 10 to 15 minutes, and each player has a 10-minute chess clock, so it cannot run away from you.

The cards

The deck is 55 cards: six kinds of goods, and coins.

CardCountSells in sets of
Diamonds62 or more
Gold62 or more
Silver62 or more
Cloth81 or more
Spice81 or more
Leather101 or more
Coins11never — coins cannot be sold

Coins live in your coffer rather than your hand, do not count toward the seven-card hand limit, and exist to fuel large exchanges.

Goods tokens

Each good has a stack of tokens, sorted high to low. When you sell, you take tokens off the top — so the first trader to sell a good takes the best of it, and whoever sells second takes what is left.

GoodToken values, taken in this order
Diamonds7, 7, 5, 5, 5
Gold6, 6, 5, 5, 5
Silver5, 5, 5, 5, 5
Cloth5, 3, 3, 2, 2, 1, 1
Spice5, 3, 3, 2, 2, 1, 1
Leather4, 3, 3, 2, 2, 1, 1, 1, 1

Thirty-eight tokens in total. If you sell more cards than there are tokens left, you take what remains — and the sale still counts toward a bonus.

Bonus tokens

Sell three or more cards at once and you draw a bonus token from the pile matching the size of the sale. There are three piles, shuffled separately at the start of each round, and a token is drawn at random rather than taken in order.

Bonus tokens stay face down until the round is scored, so neither trader knows exactly how far ahead they are.

Sale sizePileValues in it
3 cards3-card pile1, 1, 2, 2, 3, 3
4 cards4-card pile4, 4, 5, 5, 6, 6
5+ cards5+ pile8, 8, 9, 9, 10, 10

If a pile is empty, no bonus is awarded for that sale.

Setup

  • Shuffle all 55 cards and deal five to each trader.

  • Any coins dealt to you move straight from your hand to your coffer.

  • Place three coins face up in the market, then draw two cards from the deck — the market starts at exactly five cards.

  • Sort the goods tokens into their stacks, highest on top, and shuffle each bonus pile separately.

  • In the first round the starting trader is random. After that, whoever lost the previous round leads the next one.

A turn

On your turn you do exactly one thing: take cards, or sell cards. Never both, and never a part of each. The turn ends once that action has fully resolved.

Taking cards

Taking has three shapes, and you pick one of them.

OptionWhat happens
Take one goodTake a single non-coin card from the market into your hand, then draw one card from the deck to refill the market. You cannot take a coin this way.
ExchangeTake two or more goods from the market and return the same number of cards from your hand, your coffer, or both. No deck draw happens — the cards you returned are the refill.
Take all coinsMove every coin in the market to your coffer, then refill the market from the deck. It is all of them or none.

An exchange cannot be one-for-one, and cannot take and return the same kind of good in the same action. After any take, your hand must be within the seven-good limit.

Selling

Pick one kind of good, discard one or more cards of it, and take that many tokens from its stack — highest value first.

Diamonds, gold and silver are the valuable goods, and cannot be sold as a single card: two or more, or not at all. Cloth, spice and leather can be sold one at a time. Coins are never sold.

Sell three or more cards in a single action and you also draw a bonus token. You may only sell one kind of good per turn.

The hand limit

You may hold at most seven goods. Coins sit in your coffer and do not count, so a full coffer never crowds your hand.

The limit is checked at the end of a take. Selling always reduces your hand, so it can never break it.

How a round ends

The round ends the moment one of two things becomes true, as soon as the action in progress has resolved: three or more goods token stacks are empty, or the deck is completely out of cards.

A market holding fewer than five cards is perfectly legal and play continues. The round does not end because the deck cannot refill the market to five — only when the deck is genuinely empty.

Scoring a round

  • Whoever holds strictly more coins takes the coin token, worth 5 rupees. On a tie, neither trader gets it.

  • Both traders reveal their goods tokens and their hidden bonus tokens.

  • Add up the rupees. The higher total takes the round and a Company Seal.

  • If the totals tie, the trader with more bonus tokens wins the round; if that ties too, the one with more goods tokens.

Winning the match

The match ends the moment a trader holds two Company Seals. If neither does, everything is reset and a new round is dealt, led by whoever lost the last one.

What each trader can see

Mohur is a game of partial information, and the line is worth knowing exactly.

PublicHidden
The market, and the discard pileYour rival's hand
Every goods token stack, and what is left of itHow many coins your rival holds
How many tokens each trader has takenThe value of any bonus token, until scoring

Moves the game will not let you make

  • Taking coins and goods in the same action, or taking only some of the coins.

  • Exchanging one card for one card, or taking and returning the same kind of good.

  • Selling more than one kind of good at once.

  • Selling a single diamond, gold or silver card.

  • Finishing a take with more than seven goods in hand.

Fastest way to learn is at the table — every move you and the bot make is written to the game log as you play.

Practice vs bot