
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.
The game
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.

What's in the box
We show you the backs. The fronts you meet at the table.

×36
Who you sell to. Each market has four numbers: Pain, Purchasing Power, Targetability and Growth.

×36
What you promise. Up to four of them build your offer.

×5
Extras that make an offer stronger, or make people buy now.

×20
How you reach people: warm outreach, content, cold outreach, paid ads.

×5
A free first step that turns strangers into interested leads.

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

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

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

Eight pages of pictures, numbers and one line of text each.
20 money and 5 action tokens per company, for the whole game.
How to play
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.

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

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 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.

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.
4 to 6 companies of 1 to 3 people. One person runs the whole table. Right for business circles and team off-sites.
Split into tables of 3 to 4 companies, each playing its own game. Built for seminars, classrooms and conferences.
Most kept profit wins, and a tie goes to whoever made it with fewer customers. That is the whole lesson.
2.5 to 4 hours, including the debrief.
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.
No. If you can read a card, you can play. The maths is simple multiplication, done by hand on the scoring sheet.
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.
The company with the most kept profit wins. On a tie, the company that made it with fewer customers wins.
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.