Help us make Mogus happen!

The creative team behind Mogus are making great progress on series one! We are now looking for some generous supporters to back our efforts. If this sounds like you, we'd love to hear from you! You'll get your hands on some first edition Mogus cards.

Rules

How to play Mogus

A Mogus deck should contain no fewer than 30 cards and no more than 50 cards.

In a friendly game of Mogus, players can decide in their own way who should play first.

In a formal game, the game’s referee would decide the method of selecting who plays first.

If there are more than two players, play should progress in a clockwise direction.

At the beginning of a round of Mogus, before the first phase, all player shuffles their decks and draw 10 cards into their hand.

During each phase, each player gets a turn. During this turn, they have the opportunity to summon a card onto the field, sacrifice a card from their hand or the field into their tribute pile, activate a card’s effect, or attempt an attack. Each of these actions can be used once per turn.

The active player will declare the end of their turn.

Any card  with a power level below 5 can be summoned normally during your turn.

If your chosen card has a power level of 5 or above, you must select cards from your tribute pile to match the desired card’s power level and remove them to your spent pile.

For example, to summon a card with a power level of 10, you could remove the following to your spent pile: A power level 2, a level 3, and a level 5.

There are two types of sacrifice in a game of Mogus. If a card is sacrificed from the field, it will enter your tribute pile and can be exchanged for a higher level summon. If a card is sacrificed from your hand, it will go straight to your spent pile.

Every card has an attack delay. A card must wait a minimum of one phase between attacks. This delay also applies directly after summoning.

During an attack, the attacking card’s attack value (bottom right) is compared to the defending card’s defense value (bottom left).

These values are affected by their support cards.

If the defending card has a defense value higher than the attacking card’s attack value as the result of a defense support card, you must destroy the support card first.

A primary card can have 2 supporting cards. Support cards are placed behind primary cards, to either the left or the right.

Support cards placed to the left will multiply the primary card’s defense value by it’s power level.

Support cards placed to the right will multiply the primary card’s attack value by it’s power level.

There are a number of win scenarios. These can be decided depending on the desired length of the game. These are our current official win scenarios.

  • Out for the count:
    • Players are eliminated when their spent pile reaches a chosen capacity.
  • Last man standing:
    • For this win scenario, all players must start the game with an equal number of cards in their decks. Players are eliminated when they run out of cards or can no longer summon and have no active cards on the field.
  • Tug of war:
    • This win scenario only works in a duel (two players). When a primary card is destroyed, the attacking player gains a point and the defending player loses one. This should play like a tug of war. The game is won when one player reaches a chosen score.

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