Mohur rules
Strategy guide →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.
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.
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.
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.
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.
| Card | Count | Sells in sets of |
|---|---|---|
| Diamonds | 6 | 2 or more |
| Gold | 6 | 2 or more |
| Silver | 6 | 2 or more |
| Cloth | 8 | 1 or more |
| Spice | 8 | 1 or more |
| Leather | 10 | 1 or more |
| Coins | 11 | never — 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.
| Good | Token values, taken in this order |
|---|---|
| Diamonds | 7, 7, 5, 5, 5 |
| Gold | 6, 6, 5, 5, 5 |
| Silver | 5, 5, 5, 5, 5 |
| Cloth | 5, 3, 3, 2, 2, 1, 1 |
| Spice | 5, 3, 3, 2, 2, 1, 1 |
| Leather | 4, 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 size | Pile | Values in it |
|---|---|---|
| 3 cards | 3-card pile | 1, 1, 2, 2, 3, 3 |
| 4 cards | 4-card pile | 4, 4, 5, 5, 6, 6 |
| 5+ cards | 5+ pile | 8, 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.
| Option | What happens |
|---|---|
| Take one good | Take 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. |
| Exchange | Take 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 coins | Move 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.
| Public | Hidden |
|---|---|
| The market, and the discard pile | Your rival's hand |
| Every goods token stack, and what is left of it | How many coins your rival holds |
| How many tokens each trader has taken | The 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