It’s much more fun than such a popular game as Fortune Tiger!
Determine player order. This is in order of starting longevity score, from lowest to highest. In the event of a tie for longevity score, then highest loyalty score wins, if this ties, then use the turn order from last turn. Play lasts for ten turns.
Phases per Turn
Each turn consists of 6 short phases, these happen with all players undertaking each in sequence, in current turn order. A turn ends after the last player has completed phase 6.
- Start of the Year
- Place Staff
- Draw and play Events
- Take Actions
- Update products and scores
- End of Year
1. Start of the Year
Advance Turn marker and Sub-eras
Move the turn marker one spot to the right (Not in 1st turn). If the new turn square has an arrow above it, then move all product card decks one square to the left. The left most card deck should be placed into the product discard pile, face down.
When a sub-era moves into the discard pile, all active products from that era will immediately become irrelevant.
Receive Money from cards
In this phase players receive money for any products built (or other sources), removing one pile of money from the card and adding it into their factory space.
You will need money for many things in Chip Shop, but you should make sure to keep some in reserve for unforeseen circumstances.
If a player runs out of money they are declared bankrupt and must start the game again as a new company (as in setup phase). A player retains their remaining personalities, and begins a new company with their current loyalty score, the starting combined longevity score of your personalities, and any other cards that state they remain with bankrupt players.
Refresh Specialist Staff on Offer
Shuffle the specialist cards back into the deck, draw and place new cards, laying one face up on each space on the Specialist Staff track of the main board, lay a number of cards equal to the number of players minus one.
2. Place Staff Tokens
Each turn a player has up to three staff tokens per turn they can place on the game board, the actions triggered by placing these staff happen in phase 4. Place tokens one at a time, in turn order from top to bottom in the order players place them, this will reflect the order that actions happen in phase 4. Certain personalities and events may change the placing of these tokens.
Some squares have limited space available, these are marked by the staff spaces on or underneath the square. Squares without staff spaces can have unlimited workers placed on them.
3. Draw and play events
Despite best efforts in planning and strategy, life has a habit of throwing random occurrences that help or hinder plans. This is represented by the events deck which contains varying positive and negative affects for individual players, all players and the game.
Every player draws one cards in turn order. Most event cards are drawn and played publicly and immediately. If a card is marked as ‘choice‘ a player may hold on to the card to play when they wish, or discard it. Unless otherwise stated a card applies to the player drawing it, but many cards apply to the player with the lowest or highest value of a certain score.
If you decide (or have) to play an event that requires resources to be paid, then you may decide to use the relevant specialist staff action now and remove your worker token. If you cannot meet the resources, the card passes to the next player in relevant score order, or turn order. You cannot use this to force an event on another player, this will happen if you are forced to play a card but have no resources available.
If an event forces you to lose resources that you will be producing in phase 4, then draw one less resource at that time.
If an effect of the card is to draw more cards or take other actions, play them immediately or when you decide to play the card.
Note: Common sense should apply when drawing and playing event cards. For example, if a player is yet to build anything, then some cards may not yet apply and should be shuffled back into the deck. Likewise if a card implies it should be attached or allocated to a product, then do so, bearing in mind any constraints on the type of product.
4. Take Actions
Actions are taken in turn order, one at a time, in the order a player wishes. You cannot take an action on a square if there is another players worker token ahead of you.
Any special actions that allow you to interrupt another players action should be played when relevant.
If for some reason you can no longer take advantage of where a worker token is placed, then you can remove it and forfeit your action.
Use Specialist Staff
Each turn your company will make money, but this money needs to be turned into resources needed to build and release a product, this are R&D, Marketing, and Quality.
The specialist staff are your main method for turning money into these resources, so use them wisely.
Different specialists help you generate different resources, and there are two different levels of specialists, experts and geniuses. They cost different amounts of money and convert a different amount of money to resources.
Quality Allocating more quality to a product in production will result in a higher longevity or loyalty score when the product is built. When the product is built a player may decide how they want to split the score between the two scores.
Marketing There’s no point having a great idea and product if no one hears about it. Marketing resources represent an investment in the promotion of a product. It can also represent how familiar people are with the concepts behind a product.
Resources in marketing may be saved for later use, for some events, or moved to products in development. Allocating more marketing resources to a product in production will dictate the number of turns the product will make profit for. The amount of profit per turn is dictated by a players current loyalty score
Product potential for profit = Current loyalty score for amount of marketing resources allocated turns
Research & Development R&D Resources are used to draw a product card from the product area of the main board and move it into your factory.
Use General specialist
If you don’t have enough money or there are no worker spaces available on the specialist you need, you can use the general specialist to exchange one money for one resource of your choice.
Draw a Product
Products are the main focus of Chip Shop and players main aim should be to build them.
When taking this action, players pay the R&D cost when they have decided on the product to build. Each deck represents sub-eras of the 80s, and one square is roughly equal to 2 years, there is also a square for accessories.
The default scores for products from each era are printed under the R&D cost (and summarized on factory player mats), these are scored when the product is released.
When taking this action, in token order players search the deck for a product they would like to build, places it in their factory, shuffles the deck and places it back.
If there are extra R&D building costs printed on the card (reflecting a more advanced product for the era) then these must also be paid before you can place the product into your factory.
Some personalities reduce the building costs of certain products, if you are going to use the ability of a personality, then declare it and pay the appropriate reduced cost.
You may also draw products from the product discard pile to the left of the board, these cost one R&D but you lose 1 loyalty and 1 longevity .
Whilst the resources needed for release are still being acquired, keep the product behind your player screen in the matching square on the player board. When it’s built, move it in front of your screen.
Whilst products are roughly split into their respective sub-eras and most are fairly equal, there are some cards that have slight advantages and disadvantages over others. Some products cost extra resources to build and this noted on the card. Some cost less resources to build and these are noted with a ‘-‘ symbol, i.e. one less resource. Some products score more or less points when you build them, products that score more have a positive number, products that lose you resources indicated with a ‘-‘ symbol.
Note: Products that are never completed will negatively affect scores at the end of the game, so don’t take on too much at once.
Note: During certain End of Year phases in the game, product card piles will move one space to left (and into the discard pile if there are no spaces remaining to the left), representing time passing and research advancing. This will make any products you still have active from this era irrelevant, so don’t keep out of date products around for too long.
Use income stream
There are times when you need a cash injection into your company to keep wages paid or push forward for a big release. If you decide to make use of an income stream, place a counter representing your colour into the income stream of choice and follow the instructions written there. Players may only take advantage of income streams three times in the game and all will have some kind of negative affect on your company in the short or long term. If a player has already taken three income streams then they may take no more.
Release product(s)
If you are ready to release a product then one staff token needs to be placed in the ‘release specialist’ square. You can use this action to release any number of products.
5. Update products and scores
In this phase the status of products are updated and scores adjusted.
In turn order players take the following steps:
- If a player no longer has enough resources available for an intended action, before release they can exchange three money for one resource of their choice.
- If a player is ready to build a product, discard all the resources allocated to it and move the product card from the player factory into the public playing area. You need to have a minimum of one of each resource.
- Add piles of money tokens equal to the number of turns the product will remain in play (marketing resources allocated), with each pile containing tokens equal to the profits per turn score (players current loyalty score).
- Adjust scores based on the product(s) built. Any revenue the product brings doesn’t occur until the beginning of the next turn.
6. End of the Year
This final phase is an admin phase, with players checking that various rules are still in check, paying wages, checking products are still current and other tasks.
In turn order, players should undertake these tasks:
- If an already built product has no remaining piles of money, move it to the game discard pile. If the product has accessories attached to it, then also move those to the discard pile.
- If any products are irrelevant, then lose one loyalty point and one money per product.
- If your longevity score is 12 or more, from the current turn onward, you need to pay your personalities wages. Discard the money to the bank.
- Ensure you have at least one money available, if not, you are declared bankrupt.
- Ensure you have at least one personalty, if not, you are out of the game.
- Determine turn order for the next turn. This is in order of longevity score, from lowest to highest. In the event of a tie for longevity score, then highest loyalty score wins, if this ties, then use the turn order from last turn.
Note: If a player is unable to pay costs, they must take an immediate income stream action to cover their costs. If this isn’t possible, they are declared bankrupt.