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Gamehelpmicroforge

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Revision as of 12:01, 2 November 2026 by Jayadevhaddadi (talk | contribs) (Publish microforge rules from repository GAMEHELP.wiki)
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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).