mukikamukikaPlay Your Way to a Better Business.
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mukikamukika

Play Your Way to a Better Business.

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© 2026 Mukika. Created by Kirtiman Sharma.

The game

You're holding three market cards. One is a goldmine.

One is a trap that looks like a goldmine. You have two minutes and four rivals. Choose. That is the first minute of Mukika, and it doesn't let up.

How to playBring Mukika to your room
Two players thinking through a round of the Mukika game
8–35+players
2.5–4 hwith the debrief
6rounds
0players knocked out

What's in the box

Five kinds of card, a mat, and everything to keep score.

We show you the backs. The fronts you meet at the table.

Back of a Mukika market card (blue)

×36

Market cards

Who you sell to. Each market has four numbers: Pain, Purchasing Power, Targetability and Growth.

Back of a Mukika solution card (yellow)

×36

Solution cards

What you promise. Up to four of them build your offer.

Back of a Mukika enhancer card (pink)

×5

Enhancer cards

Extras that make an offer stronger, or make people buy now.

Back of a Mukika channel card (green)

×20

Channel cards

How you reach people: warm outreach, content, cold outreach, paid ads.

Back of a Mukika lead magnet card (dark green)

×5

Lead magnet cards

A free first step that turns strangers into interested leads.

Green Mukika company mat with offer, solution, enhancer and lead magnet slots

Company Mat

One per company. Every card you play has a slot on it.

Mukika scoring sheet, round 5 steps 1 to 7, on the company mat

Scoring sheet

Each company works out its own numbers, step by step.

Mukika control card with every rule a player needs

Control card

For the person running the game: timings and every table in one place.

Cover of the Mukika players' rulebook

Players' rulebook

Eight pages of pictures, numbers and one line of text each.

205

Money and action tokens

20 money and 5 action tokens per company, for the whole game.

How to play

How to play Mukika, step by step

Everyone plays at the same time; nobody waits for a turn. Each round adds one piece of your company: your market, your offer, your price, your leads.

Set up Before you startRound 1 Pick your marketRound 2 Build your offerRound 3 Add extras, pick your priceRound 4 Get leadsRound 5 See the resultsRound 6 ImproveThe end Win, then debrief
Set up

Before you start

Smiling player holding the Mukika control card and scoring sheet during a playtest
1

Choose who runs the game

One person is Control. Control keeps the clock, announces each round and leads the debrief at the end. Control does not play a company.

Two players at the table during a Mukika playtest
2

Form 4 to 6 companies

Each company is 1 to 3 people sitting together. In a big room, split into tables of 3 to 4 companies, each playing its own game.

Rulebook illustration: each company gets a company mat, 20 money, 5 action tokens, a hand of Solution and Enhancer cards and a scoring sheet
3

Hand out the kit

Every company gets a Company Mat, 20 money, 5 action tokens for the whole game, a hand of Solution and Enhancer cards, and a scoring sheet.

Action tokens are your effort. Five have to last all six rounds.

Rulebook illustration: the shuffled market deck and one shared pile of channel and lead magnet cards
4

Set out the decks

Shuffle the market deck. Put all the channel and lead magnet cards in one shared pile in the middle of the table.

Round 1

Pick your market

Rulebook illustration: draw three market cards, keep one, and read its Pain, Money, Reach and Growth
5

Draw three markets, keep one

Each company draws three market cards, keeps one and puts it on the mat. The other two go back. You live with this choice for the rest of the round.

Mukika market card back with market card M02, gym owners under 30k a month
6

Read your market's four numbers

Pain: how badly they need a fix. Purchasing Power: whether they can pay. Targetability: how easy they are to find. Growth: growing, steady or shrinking. A zero, or a shrinking market, is a bad market: however good your offer, very few will buy.

The market you pick decides more of your score than anything you do after it.

Round 2

Build your offer

Rulebook illustration: the company mat with a market card and four Solution cards in the offer slots
7

Play up to four Solution cards

Put Solution cards on the four offer slots. Each card has a number. Multiply the numbers together: 4 × 3 × 3 × 2 = 72. An empty slot counts 1. If you play two of one type, only the higher one counts.

Rulebook illustration: four Solution cards scoring 4 x 3 x 3 x 2 = 72, a Good offer on the tier strip
8

Your total sets your offer tier

1 to 15 is a Commodity offer, 16 to 55 Decent, 56 to 120 Good, 121 to 256 a Grand Slam. The better the tier, the bigger the share of your leads who buy.

One weak slot drags the whole offer down. That is multiplication, and it is real life.

Round 3

Add extras, pick your price

Offer, solution and enhancer cards placed on the pink Mukika company mat
9

Play up to two Enhancer cards

Some enhancers make your offer stronger. Others make more of your leads buy now. You get two at most, so choose the ones your offer needs.

Rulebook illustration: Low x1, Mid x2 and Premium x3 prices, with Premium locked behind Pain 3 and a Grand Slam offer
10

Pick your price

Low pays ×1, Mid ×2, Premium ×3. Your market's Pain sets the highest you may pick: Pain 1 is Low, Pain 2 is Mid, Pain 3 is Premium. Mid also needs a Good offer, Premium a Grand Slam offer.

You cannot discount your way to Premium. The offer has to earn it.

Round 4

Get leads

Player choosing Mukika channel cards from his hand
11

Play one to four channel cards

Take channels from the shared pile. Warm outreach brings 20 leads, content 15 (and grows 5 every round you keep it), cold outreach 30 for 1 action token, paid ads 40 for 15 money each round. Two cards of the same kind count once.

Rulebook illustration: warm outreach 20, content 15, cold outreach 30 and paid ads 40 leads, plus a lead magnet x1.5
12

Add a lead magnet and mix your channels

Three or more different kinds of channel multiply your leads by 1.25. One lead magnet multiplies them by 1.5. Your market's Targetability number multiplies them again.

Round 5

See the results

Player filling in his scoring sheet at the blue Mukika company mat
13

Every company scores itself

On the scoring sheet, work out your leads, how many of them buy (your customers), and your kept profit: customers × price × purchasing power × growth, less what you spent. Seven steps, the same on paper and on screen. Everyone does their own maths. That is where the learning happens.

Round 6

Improve

Rulebook illustration: the Improve round, niching down for 1 action token and switching market for 2
14

Fix your weakest part

Change anything. Each Solution, Enhancer or Channel card you add or swap costs 1 action token. Niche down (say who, where and what result) for 1 token to raise one market number. Switch market for 2 tokens. Then everyone scores again.

Nobody is knocked out. Some of the best wins in playtests came from last place.

The end

Win, then debrief

Player smiling and pointing at his completed Mukika scoring sheet
15

Most kept profit wins

The company with the most kept profit wins. On a tie, the company with fewer customers wins: the same money from fewer people is the stronger business.

Player giving a thumbs up next to his Mukika company mat during a playtest
16

The debrief

Control asks why the premium offer flopped and why the "boring" market won. This conversation is where the game turns into a lesson you take back to your own business.

“Built for real rooms. Real cards change hands, real people argue over the same market, and the maths is done by hand.

How Mukika is played

Any room, any size

Small groups, 8 to 15

4 to 6 companies of 1 to 3 people. One person runs the whole table. Right for business circles and team off-sites.

Big rooms, 20 to 35+

Split into tables of 3 to 4 companies, each playing its own game. Built for seminars, classrooms and conferences.

Winning means profit

Most kept profit wins, and a tie goes to whoever made it with fewer customers. That is the whole lesson.

Join a game in progressBring Mukika to your roomAsk a rules question

Questions

How long does a game of Mukika take?

2.5 to 4 hours, including the debrief.

How many people can play?

8 to 15 people play as one group. Rooms of 20 to 35 or more split into tables of 3 to 4 companies, each playing its own game.

Do I need to know marketing or business?

No. If you can read a card, you can play. The maths is simple multiplication, done by hand on the scoring sheet.

Can I play Mukika alone or online?

No. Mukika is played in a room with a facilitator. When there are not enough printed kits, players can use their phones as their company mat.

How do you win?

The company with the most kept profit wins. On a tie, the company that made it with fewer customers wins.

Where do the ideas in the game come from?

From Kirtiman Sharma's years of running marketing and P&L, and from many business books: Gary Vaynerchuk, Russell Brunson, Alex Hormozi, Jim Collins, Alexander Osterwalder, Steve Blank and more. The Bookshelf page lists them.