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Publish Microchip game help from repository GAMEHELP.wiki
 
Publish microchip rules from repository GAMEHELP.wiki
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==Goal==
==Goal==


Build the most valuable '''microchip''' from the tiles you collect. A microchip is a structure of tiles whose white paths join up with no open ends. Each connection is worth 1 point, and every tile you hold outside your microchip costs 2 points.
'''Microchip''' is a spatial abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Draft circuit tiles from a shared grid pool and arrange them on your personal 5×5 circuit board. Build the most valuable closed microchip with connected white paths: each connection earns 1 point, while unused tiles outside your microchip cost 2 penalty points each.


==Setup==
==Components==
 
* The pool holds the tiles, face up: '''60 tiles''' in 5 colours (12 each) for 3 or 4 players, 60 for 5 players (6 rows), and 50 for 2 players (10 tiles go back to the box).
* Each player receives a '''board''': a 5 x 5 grid of coloured spaces. Each colour appears five times on a board.
* The right-hand column of the pool is the '''draw column'''.
* The starting player is chosen at random. Play goes clockwise.
 
==Tiles==
 
Each tile has white paths. A path that reaches a side of the tile is a '''connection'''. There are five shapes, 12 tiles per colour:


{| class="wikitable"
{| class="wikitable"
! Shape !! Connections !! Copies per colour
! Component !! Icon !! Shape !! Connections !! Description
|-
|-
| Cross || 4 || 1
| '''Cross''' || [[File:Microchip_tile_plus.png|28px|middle]] || 4-way plus || 4 connections || 1 copy per color (Blue). Connects in all 4 cardinal directions.
|-
|-
| T || 3 || 3
| '''T-Junction''' || [[File:Microchip_tile_tee.png|28px|middle]] || 3-way T || 3 connections || 3 copies per color (Red). Branches path into 3 directions.
|-
|-
| Corner || 2 || 2
| '''Corner''' || [[File:Microchip_tile_corner.png|28px|middle]] || 90° bend || 2 connections || 2 copies per color (Green). Turns path around a corner.
|-
|-
| Straight || 2 || 2
| '''Straight''' || [[File:Microchip_tile_straight.png|28px|middle]] || Direct line || 2 connections || 2 copies per color (Yellow). Carries path straight through.
|-
|-
| End (with a square pad) || 1 || 4
| '''Terminal End''' || [[File:Microchip_tile_end.png|28px|middle]] || Dead end || 1 connection || 4 copies per color (Pink). Caps and closes an open wire end.
|}
|}


==Your turn==
==Setup==


* '''Draw.''' On your turn take one tile from the draw column. Players take turns clockwise. When the draw column is empty, the next column to the left becomes the draw column.
* '''Shared Pool''': Circuit tiles are arranged face up in a grid (60 tiles for 3–5 players; 50 tiles for 2 players). The rightmost active column forms the '''draw column'''.
* '''Arrange.''' You may arrange your tiles on your board at any time, including on other players' turns. Tap a tile in your tray, then tap a space on your board to place it. You can move a tile on the board, turn it (if turning is allowed), exchange it with another tile, or take it back to your tray.
* '''Circuit Board''': Each player receives a unique 5×5 grid of colored spaces (each of the 5 colors appears exactly 5 times).
* Play proceeds clockwise around the table.


==Placing a tile==
==Your turn==
 
A tile can be placed only if all of these are true:
 
* The space is empty.
* The colour of the tile matches the colour of the space.
* No connection points at the edge of the board.
 
Click a tile to select it, click it again to turn it, and click an empty space to move it there. A tile stays selected until you click somewhere else. A tile placed where it cannot legally go (wrong colour, a path off the board, or a path that does not match a neighbouring tile) is marked with a red '''!''' badge, and you cannot finish while one is on your board. A tile with a path leading to an empty space shows a yellow warning triangle; this does not block finishing, but open structures do not score.
 
A connection may point at an empty space while you build. It is an '''open path''' until a tile is placed there.
 
==Finishing==
 
When the pool is empty, every player builds their final microchip. Press '''Finish''' when you are done. The game ends when every player has finished.


==Scoring==
# '''Draft a Tile (Mandatory)''': Take one tile of your choice from the current draw column into your tray. When a column is exhausted, the next column to the left becomes the new draw column.
# '''Arrange Board (Free Action)''': You may arrange, rotate, exchange, or return tiles from your tray to your board at any time, even during opponents' turns.


* Your microchip is your biggest structure with '''no open paths''' (most tiles). A structure with an open path is not a microchip and does not count.
===Placing circuit tiles===
* Its value is the sum of the connections of its tiles.
A tile may be placed on your board only when all conditions are satisfied:
* Your score is the value of your microchip, minus 2 for each tile you hold that is outside it.
* The board cell is empty.
* If the scores are equal, the player whose microchip has more tiles wins. If that is also equal, the players share the win.
* The '''color of the tile matches the color of the space'''.
* Paths may be rotated in 90° increments, but '''no connection may point off the edge of the board'''.
* Where two tiles touch, their paths must match (path meets path, or blank meets blank). A mismatched path shows an illegal red badge. A path pointing to an empty cell shows a warning marker until closed.


==Preferences==
==End of the game and scoring==


* '''Colourblind support''' (preference): shows a shape on every space and tile. Triangle is blue, square is red, circle is green, diamond is yellow and cross is pink.
* When the draft pool is completely emptied, all players finalize their circuit layouts and press '''Finish'''.
* '''Valid Microchip''': Your scored microchip is your single largest connected structure of tiles with '''zero open/unclosed paths'''. Any structure with a hanging open wire is invalid and scores 0 points.
* '''Scoring''':
** '''+1 point''' for each connection point on tiles within your closed microchip.
** '''-2 points''' for each unused tile remaining in your tray or placed outside the microchip.
* The player with the highest final score wins!
* '''Tiebreaker''': The tied player with the greatest number of tiles in their microchip wins; if still tied, victory is shared.


==Notes on the rules==
==Controls on BGA==


* Tiles can be turned in 90-degree steps to fit legally onto the board.
* '''Drafting''': Click any tile in the active rightmost draw column to take it.
* Boards are generated with the rulebook's method for making a board, one for each player.
* '''Placement''': Tap a tile in your tray to select it, then tap an empty matching-color board cell.
* The rulebook says to play again when there is a tie that cannot be broken. Online, the players share the win instead.
* '''Rotating''': Tap a tile already placed on your board to rotate it 90° clockwise.
* '''Moving & Tray Return''': Drag or click a board tile to move it to another cell, swap with another tile, or return it to your reserve tray.
* '''Finish''': Once all pool tiles are drafted and your layout is ready, click blue '''Finish''' to submit your final board.

Revision as of 11:37, 2 November 2026

Goal

Microchip is a spatial abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Draft circuit tiles from a shared grid pool and arrange them on your personal 5×5 circuit board. Build the most valuable closed microchip with connected white paths: each connection earns 1 point, while unused tiles outside your microchip cost 2 penalty points each.

Components

Component Icon Shape Connections Description
Cross 4-way plus 4 connections 1 copy per color (Blue). Connects in all 4 cardinal directions.
T-Junction 3-way T 3 connections 3 copies per color (Red). Branches path into 3 directions.
Corner 90° bend 2 connections 2 copies per color (Green). Turns path around a corner.
Straight Direct line 2 connections 2 copies per color (Yellow). Carries path straight through.
Terminal End Dead end 1 connection 4 copies per color (Pink). Caps and closes an open wire end.

Setup

  • Shared Pool: Circuit tiles are arranged face up in a grid (60 tiles for 3–5 players; 50 tiles for 2 players). The rightmost active column forms the draw column.
  • Circuit Board: Each player receives a unique 5×5 grid of colored spaces (each of the 5 colors appears exactly 5 times).
  • Play proceeds clockwise around the table.

Your turn

  1. Draft a Tile (Mandatory): Take one tile of your choice from the current draw column into your tray. When a column is exhausted, the next column to the left becomes the new draw column.
  2. Arrange Board (Free Action): You may arrange, rotate, exchange, or return tiles from your tray to your board at any time, even during opponents' turns.

Placing circuit tiles

A tile may be placed on your board only when all conditions are satisfied:

  • The board cell is empty.
  • The color of the tile matches the color of the space.
  • Paths may be rotated in 90° increments, but no connection may point off the edge of the board.
  • Where two tiles touch, their paths must match (path meets path, or blank meets blank). A mismatched path shows an illegal red badge. A path pointing to an empty cell shows a warning marker until closed.

End of the game and scoring

  • When the draft pool is completely emptied, all players finalize their circuit layouts and press Finish.
  • Valid Microchip: Your scored microchip is your single largest connected structure of tiles with zero open/unclosed paths. Any structure with a hanging open wire is invalid and scores 0 points.
  • Scoring:
    • +1 point for each connection point on tiles within your closed microchip.
    • -2 points for each unused tile remaining in your tray or placed outside the microchip.
  • The player with the highest final score wins!
  • Tiebreaker: The tied player with the greatest number of tiles in their microchip wins; if still tied, victory is shared.

Controls on BGA

  • Drafting: Click any tile in the active rightmost draw column to take it.
  • Placement: Tap a tile in your tray to select it, then tap an empty matching-color board cell.
  • Rotating: Tap a tile already placed on your board to rotate it 90° clockwise.
  • Moving & Tray Return: Drag or click a board tile to move it to another cell, swap with another tile, or return it to your reserve tray.
  • Finish: Once all pool tiles are drafted and your layout is ready, click blue Finish to submit your final board.