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Guild Ball box art

Guild Ball

Players

2

Time

?-?

Age

?+

Weight

3.71

Rating

7.88

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Guild Ball has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not heavily emphasize cooperation.

Replay value

Guild Ball has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average. It scales well with different player counts without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Guild Ball has a strong replayability score of 7.79.

Luck profile

Guild Ball has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

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.

Editions

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Credits

Designers

2
Mat Hart Richard Loxam

Artists

1
Doug Telford

Publishers

1
Steamforged Games Ltd.

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