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Medieval, Miniatures, Sports
by Mat Hart, Richard Loxam
Score
Ratings
498
Published
2015
Players
2 players
BGG community rating
Ranked #4125 on BoardGameGeek
Complexity
3.8
Medium-Heavy
Best with
2
players
Play time
60 min
Age
—
Information
Players
2 players
Best with
2 players
Play time
60 min
Complexity
3.8 / 5 · Medium-Heavy
BGG Rank
#4125
Published
2015
Designers
Mat Hart, Richard Loxam
Artist
Doug Telford
Publisher
Steamforged Games Ltd.
Your Rating & Status
About
Guild Ball is a tactical miniatures game of skirmish soccer. Two coaches lead six players from their respective guilds in a race to 12 points--gaining 4 points for scoring a goal, 2 points for taking out a regular player, and 1 point for taking out a mascot (yes, one of the six players on each team is a mascot). During each turn, coaches alternate activating one player at a time. With a small number of models per side, Guild Ball delivers great depth of strategy, balancing ball control, attack, and defense. The strategy in Guild Ball continues with the playbook system. Attacks are resolved by rolling dice against the target's defenses, but dice alone do not dictate the results of attacks. Coaches choose the results of attacks from their players' playbooks: the more successful hits an attack roll generates, the more options from the playbook the coach is able to choose from. Possible results include damage, tackles, knock-downs, pushes, dodges, and powerful character plays that can change the course of the game. Guild Ball is also a game of resource management: coaches must manage influence and momentum. Teams start each turn with a pool of influence. In order for a player to attack, kick the ball, or perform a character play, the player needs influence. Coaches allocate influence to players at the start of the turn, so careful planning is required. Momentum is generated by special playbook results and successful passes. Momentum allows a coach to perform special actions, such as taking shots on goal, healing damage, or making out-of-activation dodges. Momentum remaining at the end of a turn also affects the initiative roll for the next turn. Featuring 11 unique guilds, each with at least 12 players--and more guilds to be released--Guild Ball allows coaches to choose their own play style.
Where to buy
Buy from $5on the BGG marketplace →Resale listings from the BoardGameGeek marketplace — prices vary.
Expansions (12)
Guild Ball: Alchemists Starter Set
Guild Ball: Brewer Starter Set
Guild Ball: Butcher Starter set
Guild Ball: Chaska
Guild Ball: Engineer Starter Set
Guild Ball: Fisherman Starter Set
Guild Ball: Heralds of the Winter's Moon
Guild Ball: Hunter Starter Set
Guild Ball: Mason Starter Set
Guild Ball: Mortician Starter Set
Guild Ball: Season 3 Plot Card Deck
Guild Ball: Seenah
Categories & mechanics
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