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Mokuru: Card Game

Mokuru: Card Game Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Handling the Mokuru
  • Setup the Game
  • Choose the Difficulty
  • Rules of the Game
    • Trick Cards
    • Action Cards
    • Black Belt
    • Action Cards and Black Belt
  • End of the Game
  • Trick Cards
  • Master Trick Cards
  • Action Cards

Goal of the Game

The Mokuru Card Game was inspired in the ancient Japanese art of handling a wooden object called the Mokuru. The goal of this game is to be the first to reach the Grandmaster belt.

That's not so simple. Only the players with the highest dexterity can reach the highest belts. And even then, you must pass one last challenge to be considered a Grandmaster.

Handling the Mokuru

The Mokuru starts standing vertically. By knocking it slightly to one side, it performs a 180° rotation, which we call a flip. The flip is valid if the player is able to stop the Mokuru when it stands vertically again.

In this example, from the "Start" position, the player knocks the top of the Mokuru to the right. The Mokuru naturally bounces in the surface. The player catches the Mokuru in the "Stop" position. Some tricks will require several flips, others will require a shape.

Setup the Game

The belts board is placed between the players. Each player chooses a pawn and places it on the "Start" position (belt 1).

"Trick" cards and "Action" cards are shuffled into a single pile, placed face down next to the belts board.

The "Master Trick" cards are arranged in a second pile face down.

Choose the Difficulty

Before starting the game, agree with each player which difficulty they will use. Each player can play on a different difficulty. Choosing a harder difficulty does not give you any reward. The goal is to balance the game when players have different levels of experience.

For example, a new player can play in Easy mode while an experienced player plays on Hard mode.

  • Easy Mode: Use one hand to start/stop the Mokuru. Three tries per trick.
  • Normal Mode: Use two fingers to start/stop the Mokuru. Three tries per trick.
  • Hard Mode: Use one finger to start/stop the Mokuru. Three tries per trick.
  • Extreme Mode: Use one finger to start/stop the Mokuru. One try per trick.

Rules of the Game

The player who is the most senior in any martial art starts to play. Otherwise the younger starts.

The goal is to perform tricks successfully, use action cards to your advantage, and reach the Grandmaster belt.

Trick Cards

On your turn, draw the top card from the tricks deck (cards with blue background). Perform the trick described in the card, using the difficulty you chose before starting the game. If you succeed, move your pawn to the next belt in the belts board. If you fail, your pawn does not move. This is the end of your turn. The game continues clockwise and players progress on the belts board until they reach the black belt.

Action Cards

These cards can be found randomly in the tricks deck. If you draw a "play it" action card, apply its effect immediately. If you draw a "keep it" action card, place it in front of you and draw new cards until you get a trick card. If you reveal another action card, discard it, since players can only use or keep one action card per turn.

Black Belt

If you start your turn with your pawn in the black belt, you should draw the top card from the master tricks deck (cards with yellow background). Perform the trick described in the card, using the difficulty you chose before starting the game.

If you succeed, your pawn moves to the Grandmaster belt and you win the game. If you fail, your pawn doesn't move and this is the end of your turn.

Action Cards and Black Belt

  • Immunity cards cannot be used for master tricks.
  • If a black belt player wins a Duel card, the player's pawn does not move in the belts board.
  • If a Darkness card is activated, black belt players will receive a trick chosen by the possessed player. If the black belt player succeeds the trick, the player's pawn moves to Grandmaster.

End of the Game

The game ends when a player wins the Grandmaster belt.

Trick Cards

Flip (Basic – 1 Mokuru) Perform one or more rotations of the Mokuru in a straight line. Cards list: Flip, 2 Flips, 3 Flips, 4 Flips

Flip Back (Basic – 1 Mokuru) Perform one or more rotations of the Mokuru in a straight line, stop and make it back to its starting point. The Mokuru stop should be brief. Cards list: Flip back, 2 Flips back, 3 Flips back, 4 Flips back

Triangle (Basic – 1 Mokuru) Perform three rotations of the Mokuru in a triangle shape. The Mokuru stop at each triangle vertex should be brief.

Blind Flip (Basic – 1 Mokuru) Perform one or more rotations of the Mokuru in a straight line with eyes closed.

Flip & Hold (Advanced – 1 Mokuru) Perform one or more rotations of the Mokuru in a straight line and stop it on the back of your hand. Cards list: Flip & Hold, 2 Flips & Hold, 3 Flips & Hold, 4 Flips & Hold

Flip back & Hold (Advanced – 1 Mokuru) Perform one or more rotations of the Mokuru in a straight line and make it back to its starting point and stop it on the back of your hand. Cards list: Flip back & Hold, 2 Flip back & Hold, 3 Flip back & Hold, 4 Flip back & Hold

Flip & Kiss (Advanced – 2 Mokuru) Perform one or more rotations of the Mokuru in a straight line. You launch and stop the (regular or small) Mokuru with a second regular Mokuru. Cards list: Flip & Kiss, 2 Flips & Kiss, 3 Flips & Kiss, 4 Flips & Kiss

Flip back & Kiss (Advanced – 2 Mokuru) Perform one or more rotations of the Mokuru in a straight line and make it back to its starting point. You launch and stop the (regular or small) Mokuru with a second regular Mokuru. Cards list: Flip back & Kiss, 2 Flips back & Kiss, 3 Flips back & Kiss, 4 Flips back & Kiss

Double Triangle (Advanced – 2 Mokuru) Perform three rotations of the Mokuru in a triangle shape. You play with both hands and perform the two triangles at the same time. The Mokuru stop at each triangle vertex should be brief.

Square (Advanced – 2 Mokuru) Perform four rotations of the Mokuru in a square shape. The Mokuru stop at each square vertex should be brief.

2 Flips (Battle – 2 Mokuru) Choose a player to perform the trick with you at the same time. The quickest wins. Cards list: 2, 3, 4 Flips; 2, 3, 4 Flips back; Triangle; Triangle back; Square; Square back

Flip & Hold (Challenge – 1 Mokuru) Perform one rotation of the Mokuru in a straight line and stop it on the back of your hand. Do it three times in a row. You have three tries.

Flip & Catch (Challenge – 1 Mokuru) Perform one rotation of the Mokuru in a straight line and stop it on the palm of your hand. Do it three times in a row. You have three tries.

Crossroad (Challenge – 1 Mokuru) Perform one flip, from your left hand to your right. Flip it back, from our right hand to your left. Do it three times in a row (total six flips). You have three tries.

Marathon (Challenge – 1 Mokuru) All players stand side by side. The player that draws this card starts a flip. The next player stops it and launches it for the next player, and so on. When a player fails to stop or slip, they are out of the marathon. The last player wins the trick.

Master Trick Cards

5 Flips Perform five rotations of the Mokuru in a straight line.

5 Flips Back Perform five rotations of the Mokuru in a straight line and make it back to its starting point.

2 Blinds Flip Perform two rotations of the Mokuru in a straight line and with eyes closed.

Blind Flip Back Perform one rotation of the Mokuru in a straight line and make it back to its starting point with eyes closed.

Double Square Perform four rotations of the Mokuru in a square shape. Play with both hands and perform the two squares at the same time. The Mokuru stop at each square vertex should be brief.

Triangle Back Perform three rotations of the Mokuru in a triangle shape and make it back to its starting position. The Mokuru stop at each triangle vertex should be brief.

Triangle & Hold Perform three rotations of the Mokuru in a triangle shape and stop it on the back of your hand.

Triangle Back & Hold Perform three rotations of the Mokuru in a triangle shape and make it back. Stop it on the back of your hand.

5 Flips Back & Hold Perform five rotations of the Mokuru in a straight line and make it back. Stop it on the back of your hand.

Twin Flip Perform one or more rotations of two Mokuru at the same time, with only one hand, in a straight line. Cards list: Twin Flip, 2 Twin Flip, 3 Twin Flip

Twin Flip Back Perform one or more rotations of two Mokuru at the same time, with only one hand, in a straight line and make it back to its starting point. Cards list: Twin Flip Back, 2 Twin Flip Back, 3 Twin Flip Back

Action Cards

Duel (Play it) Choose a victim. You draw new cards until a trick is revealed. Action cards revealed during this process are immediately discarded. You (challenger) and your victim will try to perform the trick, alternately, starting with you. Each player has three tries. The first to succeed wins the duel. The winner moves one level in the belts board. The game continues with the player next you (clockwise).

Immunity (Keep it) Keep this card in front of you. Draw new cards until a trick is revealed. Action cards revealed during this process are immediately discarded. Continue playing normally. You can play this card at any time. When you do, discard it. You can use it to refuse a duel. In this case, there's no duel winners and the game continues with the player next to the challenger (clockwise). You can use it to win a trick (except master tricks). You can use this card even after spending all attempts of your difficulty level. You can use it to protect yourself from the effect of another action card.

Darkness (Play it) You are possessed by an evil spirit! Look at the tricks deck and choose a trick to impose to all other players. Place it on the table and shuffle the deck. Before leaving your body, the spirit makes you win one belt. This ends your turn. During the next turn of all other players, they must perform your trick instead of drawing a new trick card.

Mini Mokuru (Play it) During this turn and the next turn of all other players, perform tricks and master tricks using the mini Mokuru. For Flip & Kiss tricks, the mini Mokuru must be launched with a regular Mokuru. Discard this card and draw a new trick card.

Positive Boost (Play it) Choose any player to immediately win one belt (except a black belt player). Discard this card and draw a new trick card.

Swap (Play it) Change your pawn's position with another player's pawn (except black belt players). Discard this card and draw a new trick card.

Negative Boost (Play it) Choose any player to immediately lose one belt (including black belt players). Discard this card and draw a new trick card.

The Doom (Play it) You draw new cards until a trick is revealed. Action cards revealed during this process are immediately discarded. You have one try to perform the trick. If you succeed, you send a player back to the white belt. Your pawn does not move and this ends your turn. If you fail the trick or if the victim plays an immunity card, you go back to the white belt. You can't play an immunity card to prevent this effect.

Belt Steal (Play it) Choose a victim. You gain one belt and that player loses one belt. If you are on black belt, you don't move. Discard this card and draw a new trick card.

Give a Trick (Keep it) Keep this card in front of you. Draw new cards until a trick is revealed. Action cards revealed during this process are immediately discarded. During your turn, after you draw a trick, you can decide to give that trick to another player. If you are a black belt, you can only give to another black belt player. You your turn, you draw another trick and continue playing normally. On their turn, the victim will perform the received trick without drawing a card. When you use this card, discard it.

Steal a Trick (Keep it) Keep this card in front of you. Draw new cards until a trick is revealed. Action cards revealed during this process are immediately discarded. Continue playing normally. When a player draws a trick card you can decide to steal that trick. If you are a black belt, you can only steal from another black belt player. The victim draws another trick and plays normally. On your turn you will perform the stolen trick without drawing a card. When you use this card, discard it.