Rules of Mogul
A game for 3 to 6 players
Playing time approx. 45 minutes
Author and graphic: Michael Schacht
It is the twenties and the stock exchange is experiencing a period of boom. Everyone plays the market and overnight many can become millionaires. Players buy and sell shares and reap the distributions. Whoever makes the right moves at the right times can get over the inevitable crash and win the game!
1 board, 31 shares, l crash card, 45 chips, 12 markers, 1 ruleset
Players mark their scores using the scoring track around the edge of the board.
The shares each have two colors. The background color stands for the respective railroad company. For example, “Frisco” is green. The border color determines which type of share can be sold. In the rulebook example, the border is brown. The number on the shares indicates how many shares of that type exist.
The chips represent the cash assets of the players.
Put the board in the middle of the table.
Each player gets two markers of a color. One is placed on the bluish start field of the scoring track, an the other is placed in front of the player for identification.
Each player gets six chips which are held throughout the game covered and in hand. The remaining chips are laid out as a bank near the board.
The brown shares with “S” on the bottom left corner are mixed and each player gets one which is placed openly before himself.
Star shares not distributed and all other shares are well shuffled and form a draw pile near the board.
Mix the Crash Card into the last four cards of the draw deck without looking at the cards.
Pick a start player.
Each round has four phases:
1.) Reveal card
2.) Pay out premiums
3.) Auction the Card
4.) Implement Actions
1.) Reveal Card
Reveal the top card from the draw deck and place it for all to see.
2.) Pay Out Premiums
For every share a player owns that matches the company (background color) drawn, one victory point is earned. For example, if a brown share is revealed first, every player receives a point since every player possesses a brown share.
3.) Auction the Card
The start player begins the auction for the revealed card. To remain in the auction, a player must place a chip in the middle of the table. The next player follows clockwise. He also must put a chip in the middle of the table to stay in the auction. This continues until someone wants out. When someone steps out of the auction, they take all the chips from the middle of the table. Once out, that player may not participate in the auction any more. The next player follows who must put in a chip to stay in. This process continues until only the auction winner remains.
4.) Implement Actions
The winner of the auction has a choice of two actions: Either he takes the revealed share or he sells shares.
He may implement only one of these actions.
If he takes the revealed share, he places it openly before himself. Now it belongs to him.
If he chooses to sell shares from his possession, he may sell any owned shares that match the border color of the revealed share.
For example, a green share with a brown border was revealed. The auction winner may
sell brown shares.
Each sold share has a value equal to the total number of shares in that color currently owned by all the players.
Example: A player sells two brown shares. All players together have five brown shares before themselves. So, the market value of a brown share is five points.
Because the player sells two brown shares, he receives (5+5 =) 10 points. He advances his marker 10 spaces on the score track.
Sold shares are returned to the box.
The second-place in the auction (the last player to step out) may implement the action that the winner does not choose.
For example, the winner of the auction decides to sell shares. The second-place player may now take the just revealed share and place it before himself.
The new start player is the player takes the revealed share. The next card of the pile is uncovered and a new round begins.
The game ends immediately when the crash card is uncovered.
All shares before the players at this time are worthless. Players may still exchange chips into points at the rate of five chips per point.
Whoever is furthest advanced on the score track wins the game.
If there is a tie, the player with the most shares wins.
A player can take credit before an auction.
He receives two chips and must move his marker back two spaces on the scoring track.
If the bank has no more chips, there is no more credit.
One should take credit only if necessary, because it is expensive.
A player may choose the “sell” action even if he has no shares to sell, in order to prevent the second-place player from selling.
It is possible to drop out of the auction as the first player, but of course no chips are earned.
The scoring track has 32 spaces. Simple continue around if more points are scored.
With five players a “fast start” option can be used. In addition to the brown share every player receives another share. Shuffle all of the cards after the initial start cards and deal one to each player.