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Publish microforge rules from repository GAMEHELP.wiki
Publish microforge rules from repository GAMEHELP.wiki
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= MicroForge =
== Overview ==
'''MicroForge''' is a strategic game of toy robotic armies, resource extraction, and tactical expansion across modular hexagon tiles for 2 to 6 commanders.


''A game of toy armies on hexagon tiles for 2 to 6 players. Working title.''
== Game Components & Units ==
{| class="wikitable" style="margin: 1em auto; text-align: left;"
! Component !! Visual !! Cost & Combat !! Abilities & Production
|-
| '''Bot''' || [[File:Microforge_bot.png|28px|middle]] || Power 1 || Light infantry robotic unit. Escorts and transports Iron and Crystal resources.
|-
| '''Mech''' || [[File:Microforge_mech.png|28px|middle]] || Power 5 || Heavy armor combat unit. Decimates opposing forces and controls vital territories.
|-
| '''Iron''' || [[File:Microforge_iron.png|28px|middle]] || Resource || Industrial metal ingot. Used to construct buildings and fabricate Bots and Mechs.
|-
| '''Crystal''' || [[File:Microforge_crystal.png|28px|middle]] || Resource || Advanced energy crystal. Combined with Iron to construct heavy Mechs.
|-
| '''Credit''' || [[File:Microforge_credit.png|28px|middle]] || Currency || Financial currency. Used to fund unit movements, activate buildings, and acquire Missions.
|-
| '''Victory Point''' || [[File:Microforge_vp.png|28px|middle]] || Goal || Earned exclusively by fulfilling and claiming completed Mission cards.
|-
| '''Extractor''' || [[File:Microforge_extractor.png|28px|middle]] || 1 Iron || Shared building: pay 1 Credit once per turn to mine 1 resource token from its hex.
|-
| '''Factory''' || [[File:Microforge_factory.png|28px|middle]] || 2 Iron || Shared building: pay 1 Credit once per turn: converts 1 Iron → 2 Bots, or 1 Iron + 1 Crystal → 1 Mech.
|-
| '''Mission''' || [[File:Microforge_mission.png|28px|middle]] || Card || Objective card yielding Victory Points when conditions are satisfied upon purchase.
|-
| '''Port''' || [[File:Microforge_port.png|28px|middle]] || Facility || Trading facility on coastal borders enabling market commerce for adjacent controllers.
|}


== Rules (game option) ==
== Objective ==
* '''Basic''': the market has fixed prices (iron 3, crystal 4, bot 5, mech 10) and every Port opens all four goods.
Be the first commander to reach '''5 Victory Points''' [[File:Microforge_vp.png|20px|middle]]. Victory Points are earned solely by purchasing and completing '''Mission cards''' [[File:Microforge_mission.png|20px|middle]].
* '''Advanced''': prices start the same but move 1 per item bought or sold (iron 1-6, crystal 2-8, bot 2-10, mech 3-12), and a Port opens only two goods.


== Goal ==
== Turn Sequence ==
Be the first commander to reach '''5 Victory Points'''. Victory Points come only from '''Mission cards'''.
At the beginning of your turn:
# '''Collect Income''': Gain '''3 Credits''' [[File:Microforge_credit.png|20px|middle]] plus '''1 additional Credit for every land tile you control'''.
# '''Refresh Buildings''': All buildings on tiles you control become ready for operation.


== Your turn ==
Then, execute any of the following actions in any order:
At the start of your turn you gain '''3 Credits plus 1 for every land tile you control''' and your buildings can work again. Then, in any order, you may build, make pieces, move, buy a Mission and (Advanced) trade. Your attacks are decided when you end your turn.


== Tiles and control ==
=== 1. Operate Buildings ===
You '''control''' a tile while one of your pieces stands on it. Everything printed on the tile (resource, building sockets, roads) belongs to the tile. Every tile except the centre has exactly one blocked side (hazard stripes); roads only connect where both touching tiles are open. Home tiles and the centre are open on all sides. The centre can be crossed but not stopped on. The letters and numbers around the board name every tile; the log uses the same names.
* '''Extractor''' [[File:Microforge_extractor.png|20px|middle]]: Pay 1 Credit [[File:Microforge_credit.png|20px|middle]] to harvest 1 resource token (Iron [[File:Microforge_iron.png|20px|middle]] or Crystal [[File:Microforge_crystal.png|20px|middle]]) corresponding to the tile's deposit.
* '''Factory''' [[File:Microforge_factory.png|20px|middle]]: Pay 1 Credit [[File:Microforge_credit.png|20px|middle]] to synthesize either:
** 1 Iron [[File:Microforge_iron.png|20px|middle]] → '''2 Bots''' [[File:Microforge_bot.png|20px|middle]], OR
** 1 Iron [[File:Microforge_iron.png|20px|middle]] + 1 Crystal [[File:Microforge_crystal.png|20px|middle]] → '''1 Mech''' [[File:Microforge_mech.png|20px|middle]].


== Buildings ==
=== 2. Movement & Transport ===
* '''Extractor''' (1 iron; shared pool, not personal): once per turn, pay 1 Credit to take 1 token of the tile's resource.
* Group movement costs '''1 Credit per step''' [[File:Microforge_credit.png|20px|middle]] for the entire travelling group, regardless of piece count.
* '''Factory''' (2 iron; shared pool, not personal): once per turn, pay 1 Credit: 1 iron becomes 2 Bots, or 1 iron and 1 crystal become 1 Mech.
* Units move along open roads across contiguous tile borders; movements cannot cross blocked hazard borders or pass through enemy units.
* Raw resources (Iron [[File:Microforge_iron.png|20px|middle]] and Crystal [[File:Microforge_crystal.png|20px|middle]]) cannot travel unassisted: you must have a Bot [[File:Microforge_bot.png|20px|middle]] at both endpoints or escorting them.


== Moving ==
=== 3. Combat & Resolution ===
A move costs 1 Credit per step for the whole group, however many pieces travel together. Pieces follow open roads and cannot pass through enemy pieces. Resources (iron and crystal) cannot move on their own: you must have a Bot at the starting hex and destination hex (or send a Bot escorting them).
Combat resolutions occur at the conclusion of your turn:
* '''Power Ratings''': A Bot [[File:Microforge_bot.png|20px|middle]] contributes '''1 Power'''; a Mech [[File:Microforge_mech.png|20px|middle]] contributes '''5 Power'''.
* '''Pushing''': To push an enemy defender out of a hex, your attacking force must equal at least '''2× the defender's total power'''.
* '''Eliminating''': To destroy and remove an enemy defender, your force must equal at least '''3× the defender's total power'''.
* If an attack lacks sufficient strength, it fails and surviving attackers retreat to their starting hex.


== Missions ==
=== 4. Mission Acquisition ===
Pay 5 Credits (plus 1 for each Mission you already bought) to buy a face-up Mission, one per turn. You score only if you meet its condition at that moment; otherwise the Credits are lost.
* Pay '''5 Credits''' (plus 1 Credit per Mission you have previously acquired) to claim one face-up Mission card [[File:Microforge_mission.png|20px|middle]] per turn.
* You score its Victory Points [[File:Microforge_vp.png|20px|middle]] immediately if its conditions are fulfilled at that instant; otherwise the Credits are spent without reward.


== Combat ==
=== 5. Market Trading ===
A Bot has power 1, a Mech power 5. To push a defender you need twice its power, to kill it three times. If the attack is too weak it fails and the attackers return.
Trade resources at your home Dock or at any Port [[File:Microforge_port.png|20px|middle]] adjacent to a tile you control:
 
* '''Basic Mode''': Fixed prices for goods (Iron 3, Crystal 4, Bot 5, Mech 10 Credits).
== Market ==
* '''Advanced Mode''': Dynamic market economy where prices fluctuate with supply and demand (+1 Credit when purchased, -1 Credit when sold).
Trade at your home Dock (iron and bots) or at a Port next to a tile you control, any amount and as often as you like, no fee. Everything is paid at the current price. In Advanced the price then moves 1 per item (up when you buy, down when you sell) and you cannot buy and sell the same good in one turn. A Port's front side (Basic) opens all goods; its back (Advanced) opens two.

Revision as of 12:01, 2 November 2026

Overview

MicroForge is a strategic game of toy robotic armies, resource extraction, and tactical expansion across modular hexagon tiles for 2 to 6 commanders.

Game Components & Units

Component Visual Cost & Combat Abilities & Production
Bot Power 1 Light infantry robotic unit. Escorts and transports Iron and Crystal resources.
Mech Power 5 Heavy armor combat unit. Decimates opposing forces and controls vital territories.
Iron Resource Industrial metal ingot. Used to construct buildings and fabricate Bots and Mechs.
Crystal Resource Advanced energy crystal. Combined with Iron to construct heavy Mechs.
Credit Currency Financial currency. Used to fund unit movements, activate buildings, and acquire Missions.
Victory Point Goal Earned exclusively by fulfilling and claiming completed Mission cards.
Extractor 1 Iron Shared building: pay 1 Credit once per turn to mine 1 resource token from its hex.
Factory 2 Iron Shared building: pay 1 Credit once per turn: converts 1 Iron → 2 Bots, or 1 Iron + 1 Crystal → 1 Mech.
Mission Card Objective card yielding Victory Points when conditions are satisfied upon purchase.
Port Facility Trading facility on coastal borders enabling market commerce for adjacent controllers.

Objective

Be the first commander to reach 5 Victory Points . Victory Points are earned solely by purchasing and completing Mission cards .

Turn Sequence

At the beginning of your turn:

  1. Collect Income: Gain 3 Credits plus 1 additional Credit for every land tile you control.
  2. Refresh Buildings: All buildings on tiles you control become ready for operation.

Then, execute any of the following actions in any order:

1. Operate Buildings

  • Extractor : Pay 1 Credit to harvest 1 resource token (Iron or Crystal ) corresponding to the tile's deposit.
  • Factory : Pay 1 Credit to synthesize either:
    • 1 Iron → 2 Bots , OR
    • 1 Iron + 1 Crystal → 1 Mech .

2. Movement & Transport

  • Group movement costs 1 Credit per step for the entire travelling group, regardless of piece count.
  • Units move along open roads across contiguous tile borders; movements cannot cross blocked hazard borders or pass through enemy units.
  • Raw resources (Iron and Crystal ) cannot travel unassisted: you must have a Bot at both endpoints or escorting them.

3. Combat & Resolution

Combat resolutions occur at the conclusion of your turn:

  • Power Ratings: A Bot contributes 1 Power; a Mech contributes 5 Power.
  • Pushing: To push an enemy defender out of a hex, your attacking force must equal at least 2× the defender's total power.
  • Eliminating: To destroy and remove an enemy defender, your force must equal at least 3× the defender's total power.
  • If an attack lacks sufficient strength, it fails and surviving attackers retreat to their starting hex.

4. Mission Acquisition

  • Pay 5 Credits (plus 1 Credit per Mission you have previously acquired) to claim one face-up Mission card per turn.
  • You score its Victory Points immediately if its conditions are fulfilled at that instant; otherwise the Credits are spent without reward.

5. Market Trading

Trade resources at your home Dock or at any Port adjacent to a tile you control:

  • Basic Mode: Fixed prices for goods (Iron 3, Crystal 4, Bot 5, Mech 10 Credits).
  • Advanced Mode: Dynamic market economy where prices fluctuate with supply and demand (+1 Credit when purchased, -1 Credit when sold).