Documente Academic
Documente Profesional
Documente Cultură
Core Rules
& The Big League
By Mat Hart and Rich Loxam
Steamforged Team
Gerry Brawley
Matt Elliott
Jay Finnegan
Jamie Giblin
Mat Hart
James Hasker
Rich Jennings
Ronan Kelly
Rich Loxam
Daisy May
Scott Mitchell
Blake Noden
Paul North
Byron Orde
Greg Plail
Kris Raynes
Adam Tudor
Marc Williams
Play Testing
Benedikt Bliestle
Henry Clark
William Cruickshanks
Jay Finnegan
Jamie Giblin
David Harbord
Chris Hay
Kevin Hendricks
Gerry Hodgson
Alexander Horn
Kevin Horseman
Bryce Johnston
Louise Kelly
Ryan King
Daniel Knauss
Ben Leeper
Phil Manwaring
Fraser McFetridge
James Moorhouse
Jordan Murphy
Geoff Porritt
Kris Raynes
Werner Schosser
Todd Thorhauer
Tyler Webb
Gord Weppler
Graphic Design
& Layout
Tom Hutchings,
Thorn Graphic Design
Lead Writer
Sherwin Matthews
Vassal Development
Alex Cairns
Editing
Bryce Johnston &
Michael Rivero
Illustrations
Doug Telford &
Marc Molnar
Claire, Steve,
Lorraine and Blue
John Snape
Sculpting
Russ Charles,
Clockwork Goblin
Studio Painter
Sebastien Lavigne,
Dark Iron Studio
Copyright 2016 Steamforged Games Ltd. All rights reserved. First hardback edition printed 2016 in the United Kingdom.
A catalogue record for this book is available from the British Library. ISBN 978-0-9932036-1-9
No part of this book shall be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information
retrieval system without written permission of the publisher.
Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Neither is any liability
assumed for damages resulting from the use of this information contained herein.
2 - Guild Ball
Contents
Core Rules. . . . . . . . . . . . . . . 8
Models. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Character Traits. . . . . . . . . . . . . . . . . . . . . . 9
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Base Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Melee Zone . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Model Type . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Making an Attack. . . . . . . . . . . . . . . . . . . . . 27
Engaging. . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Attack Sequence. . . . . . . . . . . . . . . . . . . . . 27
Common Attack Bonuses and Penalties. 28
Playbook. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Selecting Results. . . . . . . . . . . . . . . . . . . . .28
Wrapping. . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Common Results and Effects. . . . . . . . . 29
Parting Blow. . . . . . . . . . . . . . . . . . . . . . . . 30
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Character Plays. . . . . . . . . . . . . . . . . . . . . . 31
Character Plays using Influence. . . . . . . 31
Character Plays from Attacks. . . . . . . . . 32
Sequence of a Character Play . . . . . . . . . 32
Common Character Play
Bonuses and Penalties. . . . . . . . . . . . . . . . 32
Game Terminology. . . . . . . . . . . . . . . . . . 13
Definitions. . . . . . . . . . . . . . . . . . . . . . . . . . 13
Conventions . . . . . . . . . . . . . . . . . . . . . . . . 14
Distance Measuring . . . . . . . . . . . . . . . . . 15
Line of Sight. . . . . . . . . . . . . . . . . . . . . . . . . 15
Gaining Momentum . . . . . . . . . . . . . . . . 35
Using Momentum. . . . . . . . . . . . . . . . . . . 36
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Movement . . . . . . . . . . . . . . . . . . . . . . . . . 20
Repositioning . . . . . . . . . . . . . . . . . . . . . . . 21
Target Number tests. . . . . . . . . . . . . . . . . 22
TN Modifiers. . . . . . . . . . . . . . . . . . . . . . . . 22
The Ball-Marker. . . . . . . . . . . . . . . . . . . . . 23
Possession of the Ball . . . . . . . . . . . . . . . . 23
Snap To. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Setting Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
League Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
League Points. . . . . . . . . . . . . . . . . . . . . . . 53
Tracking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Campaign Points. . . . . . . . . . . . . . . . . . . . 54
Moments . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Campaign Sequence . . . . . . . . . . . . . . . . . . . 55
Warm-Up. . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Match Day. . . . . . . . . . . . . . . . . . . . . . . . . . 56
Results & Fixtures. . . . . . . . . . . . . . . . . . . 56
Wheeling & Dealing . . . . . . . . . . . . . . . . . 56
Loans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Campaign Advancement. . . . . . . . . . . . . 58
Momentum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Plots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Index. . . . . . . . . . . . . . . . . . . 126
Kicking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Passing the Ball. . . . . . . . . . . . . . . . . . . . . . 24
Shooting at Goal. . . . . . . . . . . . . . . . . . . . . 24
Kicking Sequence. . . . . . . . . . . . . . . . . . . . 24
Goal Kicks . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Ball Scatter. . . . . . . . . . . . . . . . . . . . . . . . . . 25
Season II - 3
Core Rules
Models
All models in Guild Ball have a profile card. An example of a models profile card is shown below,
along with an explanation of the skills and attributes that appear on it.
Attributes
Egret
Size 30mm
Melee Zone 1
6/8
3/8
4+
2/4
Movement [MOV]
Shown as two distances e.g. [6/8] MOV
The first distance is the base-move; the second distance is max-move.
1
T
1
T
Character Plays
Character Plays
Snap Fire
Flurry
Pulse 2
This is the number of dice a model generates and adds to the dice-pool
when performing an Attack action.
The number is the base-kick attribute and is the number of dice a model
generates and adds to the dice-pool when performing a Kick.
12
Egrets Card
The distance is the kick-distance that a model may kick the ball-marker.
8 - Guild Ball
Influence [INF]
Shown as two numbers e.g. [2/4] INF
The first number is base-INF and is the amount of Influence a model generates each turn during
the Maintenance Phase.
The second number is the max-INF attribute and is the maximum amount of Influence a model
may be allocated.
Influence is spent by a model during its activation to perform actions.
Character Traits
Models have a number of special abilities they may use during the game;
collectively these are called Character Traits.
Passive Character Traits always apply their effect if the defined
requirements are satisfied.
Active Characters Traits are effects that may be used during the models
activation. Active Character Traits are actions (and so may not interrupt
another action).
Corsair
Character
Quaff Traits
Tough Hide
Character Traits
Loved Creature
Close Control
Once per turn this model may ignore the first Tackle
Playbook
result against it.
Bag
of Quaffers
Once per turn target friendly non-[Captain] guild model
within [4] gains [+1] TAC.
Legendary Play
Shown on a models card as a number of cells representing the total health of the model; this
is also known as the health bar. Damage is referred to in the rules as a number e.g. [2] DMG.
Damage is marked from right to left, and current health is read from left to right.
Once a models
Indar, Human, Male, Captain,
Defensive Midfielder
current health reaches [0] HP, the model suffers the taken-out condition.
Eisnoran, Animal,
Mascot
The health bar may also show a number of Recovery Levels; these levels will be marked by a 1, 2,
or 3 shown inside the relevant cell.
11
11
Plays
Models have a number of special skills they may use during the game, collectively called Plays.
There are three types of Play a model may have access to; Character Plays, Heroic Plays and
Legendary Plays.
Base Size
There are three circular base sizes used in Guild Ball with the following diameters: small (30mm),
medium (40mm) and large (50mm).
Melee Zone
Every model has a melee zone. A models melee zone extends from the edge of its base up to the
distance specified by the number listed, e.g. 1, 2. A model is never within its own melee zone.
Model Type
Every model has a number of types that define aspects such as nationality, race, gender, playing
position and, if applicable, team position.
Some Plays and Character Traits specifically affect certain model types.
Core Rules - 9
Game Size
Duration
Pitch Size
Team Size
VP Total
30 mins
2x2
[1] Captain
[2] Team Member
[6] VP
Quick Game
60 mins
3x3
[1] Captain
[4] Team Member
[1] Mascot
[8] VP
Typical Game
90-120 mins
3x3
[1] Captain
[4] Team Member
[1] Mascot
[12] VP
Pre-game
Guild Ball is a game played between two teams of equal sizes. Players agree to a game size before
picking a Guild to represent. They then select models from an extensive roster to make up their
team for the game.
Ballista
Picking a Team
In a typical game of Guild Ball there are six Guild models per team, including a Captain and a
Mascot. The most important member of a team is the Captain who determines the Guild for
which the team plays. A team may only have one model with the [Captain] type. A team may
also only have one model with the [Mascot] type. All other models selected must be able to play
for the same Guild as the Captain model. Each named character is unique and can only be taken
once per team.
To pick a team:
1. Pick a model with the [Captain] type.
2. Pick a model with the [Mascot] type that may play for the same Guild as the [Captain] model.
Skip this step if playing an Introductory Game.
3. Fill out the team roster with models that may play for the same Guild as the [Captain] model.
Scum
10 - Guild Ball
Setting Up
In a typical game of Guild Ball, Players play across a 3x3 playing surface, hereafter referred to as
the Pitch.
There may be any number of pieces of terrain or ground; both Players are to agree on the position
and type before starting the game. For the first few games we would recommend that you dont
use any terrain or ground in order to get used to the basic rules. Dont worry, the game plays
wonderfully on a flat Pitch, too!
Prior to setting up teams, each Player is dealt five Guild Plots from a shared deck. These cards may
be kept secret. After review, each player must discard two cards leaving them with three Guild
Plots in hand. Discarded Plot Cards remain secret and are therefore not revealed.
Players each make a starting-roll of 1D6. Re-roll any tied
results. The Player with the highest result chooses which
Player will be the kicking Player. The other Player is the
receiving Player.
6"
10"
Goal Line
Goal
Deployment Zone
Deployment Zone
Goal Line
10"
Goal
6"
Core Rules - 11
Kick-off
After both Players have deployed their teams, the kicker may make a Jog followed by a kick-off.
The kick-off does not require Influence but otherwise uses the normal rules for kicking the ballmarker.
After resolving the kick-off, if the ball-marker leaves the Pitch or finishes within the kicking
Players half of the Pitch, then the receiving Player may give possession of the ball-marker to any
model on their team. After the kick-off scatter is resolved, the ball-marker may not snap-to the
kicker.
After the kick-off has been resolved, the receiving Player automatically has the initiative for the
first turn.
Pre-Game Sequence
The specific sequence for a new game is:
1. Define and agree terrain and ground.
2. Deal five Guild Plots to each Player, face down.
3. Each Player discards two Guild Plots face down and retains three cards which are kept secret,
but may be revealed if desired.
4. Each Player makes a starting-roll [1D6]. The Player with the highest roll may choose to be the
kicking Player or the receiving Player.
5. The kicking Player chooses a table edge and deploys their goal-post.
6. The kicking Player completely deploys their team.
7. The kicking Player gives possession of the ball-marker to one of their models, designated as
the kicker.
8. The receiving Player takes the opposite table edge and deploys their goal-post and team.
9. The kicker performs a kick-off. Determine the final landing spot of the kick-off and apply the
results. Note: the kicker may still be allocated Influence and activate as normal in the first
turn.
10. The receiving Player automatically has the initiative for the first turn; the game then begins.
11. The game now continues using the Normal Turn Sequence.
12 - Guild Ball
Definitions
A model, marker, or template is within a given distance when any part of
the base or template is within that given distance, including touching.
A model, marker, or template is completely within a given distance when
the entire base or template is within that given distance, including touching.
A model enters when an Advance, Reposition or place causes the model to
become within an aura, ongoing-effect AOE, ground or other effect or ability.
Towards means a model or marker can only move in such a way that the
distance between the model or marker and the target is always decreasing.
Directly towards means that a model or marker must move along the
line between the centre points of the model or marker and the target.
Additionally, the distance between the model or marker and the target
must always be decreasing.
Away means a model or marker can move in any direction but only in such a way that the distance
between the origin and the model or marker is always increasing.
Directly away means that a model or marker must move along the line between the centre points
of the model or marker and the target. Additionally, the distance between the model or marker
and the target must always be increasing.
If a model is required to either move towards, directly towards, away or directly away to or from a
target/origin and becomes unable to do so (for example, due to a blocking model, an obstruction
or a barrier) it immediately stops movement.
When a model or marker is placed, it has not made an Advance or Reposition, and is not considered
to have moved. A model or marker cannot be placed on a barrier or with its base overlapping
another model or markers base.
When an AOE is positioned on the Pitch, it may overlap models bases, terrain, ground, other
AOEs, or markers.
Player refers to a person playing the game.
Controlling Player refers to the person in control of the active model or Goal-Kick.
A models activation occurs when it is selected during the activation phase. A models activation
consists of a single Standard-Advance action and as many other actions as that model has
resources to perform. A model may perform actions in any order and, unless stated otherwise, an
action may be repeated.
During a models activation, it is active. In all other instances where a model becomes the active
model, it is not considered to be that models activation.
During a models activation, it is the active model unless another model is performing an action.
In all other instances where a model becomes the active model it is not considered to be that
models activation. There can only be one active model at a time.
Core Rules - 13
An action is a Movement, a Kick, an Attack, a Play, an Active Character Trait or any other ability
that states action in its description. A model may not interrupt an action with another action
unless a specific timing trigger is stated.
When an action is described as once per turn it can only be used once in each turn regardless of
whether it is successful or not. Each individual models once per turn actions may only be used
once per turn per player.
A dice-pool is a number of standard 6-sided dice (D6), collected together and used to determine
the success of an action. A dice-pool may never be reduced to zero.
Graves
Flint
A pulse is an effect that only affects models within its range at the point of activation. A pulse has
no duration. A pulse extends from the edge of the models base up to the distance specified by the
number listed. A model is affected by its own pulse unless otherwise stated.
Half-way line describes the line across the middle of the Pitch which runs parallel to each Players
table edge.
Goal-line describes the line 6 from, and parallel to, each Players respective table edge.
A goal-post is a specific piece of terrain represented by a 50mm base or equivalent sized object; a
goal-post is a barrier.
The ball is represented by a ball-marker which is a 30mm base.
A target-spot is any point on the Pitch where the ball-marker may be legally placed.
Angel
The ball-path is a 30mm-wide straight line that the ball-marker travels along.
Conventions
Players are obliged to allow full access to all game information to their opponent at any time (e.g.
specific model details, attributes or current effects). This does not include unrevealed Guild Plots.
Effects should always be marked with a suitable token next to the relevant model.
Bonuses and penalties from the same named sources are not cumulative. Effects and abilities of
the same name are not cumulative.
Players are to assume that rules as written in the main rulebook are the default. Rules written on
a models card always supersede rules written in the main rulebook. Rules conflicts and timings
are resolved according to the Comprehensive Timing Sequences on page 42.
Mercury
14 - Guild Ball
Any effects and abilities that trigger at the same timing step may be resolved in any order the
Controlling Player chooses.
The rule of least disturbance generally only applies when attempting to place the ball-marker.
This means place the ball-marker (or model if relevant) as close to the correct location as possible,
without moving or disturbing any other models or terrain on the Pitch.
When a re-roll is required, all bonuses and penalties which applied to the original roll also apply
to the re-roll.
Distance Measuring
All distances are expressed in inches, e.g. 6.
Distance is always measured from the nearest point on the edge of a model or markers base.
Distances are always measured on a horizontal plane.
Players may measure any ranges or distances at any time.
Line of Sight
Models have 360-degree Line of Sight (LOS).
A model has LOS to a target-spot, another model or goal-post as long as
an unobstructed straight line can be drawn from any one point on the
models base to the target-spot, or to any one point on the other model
or goal-posts base.
A line is considered obstructed if it passes through terrain that blocks
LOS, or if it passes over the base of an intervening model.
Markers
Some Plays and Character Traits require a marker to represent them on the Pitch. Additionally,
the ball is represented by a ball-marker.
Markers have a location on the Pitch which are normally represented by a 30mm, 40mm, or
50mm base. A model may move over a marker without impediment, however a model cannot end
its movement overlapping a markers base.
Core Rules - 15
Conditions
During a game of Guild Ball, models may suffer conditions. Conditions remain on a model until
removed.
Conditions may cause damage during the Maintenance Phase. The amount of damage a model
suffers from each condition is shown by the number next to the condition. Any damage inflicted
by a condition is condition-damage.
Bleed [3]
Venin
If a model in possession of the ball-marker suffers the knocked-down condition, scatter the ballmarker using the standard-scatter rules with the template centred on the knocked-down model.
A model suffering the knocked-down condition may forfeit their Standard-Advance in order to
remove this condition (i.e. stand up).
Poison [2]
Burning [1]
A model suffering the burning condition suffers [-2/-2] MOV.
Snared [0]
A model suffering the snared condition suffers [-1] DEF and [-2/-2] MOV.
Stoker
Taken-Out [0]
When a model is reduced to [0] HP, it suffers the taken-out condition and is removed from the
Pitch. Remove all other conditions and effects from the model.
A model that is suffering the taken-out condition does not generate, and cannot be allocated or
gain, any Influence and cannot become active for any reason.
An active model which causes an enemy model to suffer the taken-out condition as a result of an
action has inflicted the taken-out condition on that model.
16 - Guild Ball
Influence
Every model on the Pitch provides a measure of influence over the game. This is represented by
the models INF attribute.
Influence is a resource that a model may use in order to perform actions during each activation.
Learning to use Influence wisely is crucial to winning games.
Generating Influence
During the Maintenance Phase, an Influence-pool is generated for each team using the combined
total of base-INF from each of the teams models on the Pitch. Models suffering from the takenout condition do not generate Influence.
Each team may add [1] Influence to the Influence-pool
for each goal they have scored during this game.
Allocating Influence
When it is a Players turn to allocate Influence during the Maintenance Phase, they allocate their
teams Influence-pool to their models on the Pitch. A Player may allocate influence to a model up
to that models max-INF.
Siren
A model may be allocated additional Influence during the course of a turn, but this may not take
them above their max-INF.
A model may gain additional Influence during the course of a turn and this may take them above
their max-INF.
Using Influence
Most actions require the expenditure of Influence. During its activation, a model may perform
these actions as long as they have sufficient Influence.
A model may perform actions in any order and, unless stated otherwise, an action may be
repeated.
Common uses of Influence include Movement, an Attack, a Kick and a Character Play.
Core Rules - 17
2. Maintenance Phase
The Player with the initiative completes, in order, all Maintenance Phase steps first. The other
Player then completes all Maintenance Phase steps, again in order.
a. Resolve all current conditions on friendly models.
b. Give an Icy Sponge token to each friendly model with Recovery Levels that is suffering the
taken-out condition.
c. The Player may return to play any valid friendly models using the Icy Sponge rule.
d. Generate the teams Influence-pool.
e. The Player allocates their Influence-pool amongst friendly models.
Shank
3. Activation Phase
Starting with the Player who has the initiative, alternate selecting a single friendly model
currently on the Pitch; the selected model takes its activation.
Each model must take an activation once per turn.
A model may choose to end its activation at any time. A model is not required to use all of its
Influence.
4. End Phase
Once all models on both teams have completed all possible activations, the current turn ends.
Players then remove all current ongoing-effects and sustain effects, but not conditions.
Discard all Influence on each model.
Friday
18 - Guild Ball
Cosset
Icy Sponge
Most models have a number of Recovery Levels marked on their health bar.
During the Maintenance Phase, each model with Recovery Levels
currently suffering the taken-out condition gains [1] Icy Sponge token.
Models with at least [1] Icy Sponge token may be returned to play. A
model that returns to play removes the taken-out condition and
generates Influence as normal.
Each model returns to play with its current HP and then removes all Icy
Sponge tokens. Each Icy Sponge token removed allows the recovery of
HP up to the next Recovery Level.
A returned model is placed in base contact with an edge of the Pitch
within the friendly deployment zone and may then make a Jog.
A Legendary Play does not recharge if it was previously used prior to the
model suffering the taken-out condition.
Size 30mm
Melee Zone 1
7/9
2/6
4+
2/2
Character Plays
Character Plays
Lure
Screeching Banshee
Yes
12
Core Rules - 19
Actions
An action is a Movement, a Kick, an Attack, a Play, an Active Character Trait or any other ability
that states action in its description. A model may not interrupt an action with another action
unless a specific timing trigger is stated.
Movement
When a model moves, it does so in a straight line. It may stop to change
the direction of movement at any point with no penalty.
When a model or marker is moving, distance is measured from the
nearest point on the edge of the model or markers base in the direction
it is moving.
2"
4"
If any part of a models base leaves the Pitch, immediately take the model
off the Pitch. A model may not voluntarily leave the Pitch. After the model is taken off the Pitch,
it suffers the taken-out condition. A model removed in this way retains its current HP.
Advancing
During an Advance, a model may gain or suffer modifiers to its MOV. Apply these modifiers
immediately and cumulatively.
An Advance can be one of the following:
Jog: Costs [0] Influence. The model may move up to its base-move.
Sprint: Costs [1] Influence. The model may move up to its max-move.
Charge: Costs [2] Influence. If able, the model may make a Charge.
Standard-Advance
During its activation a model may make a single Standard-Advance. Once per activation, a model
may choose to forfeit its Standard-Advance. When a model forfeits its Standard-Advance it does
not count as moving
Additional-Advance
A model may also be affected by Plays or Character Traits which could cause it to perform an
Additional-Advance. An Additional-Advance will be specified as a Jog, Sprint or a Charge but does
not cost Influence to make. A model may make any number of Additional-Advance movements
during a turn. Any Additional-Advance a model makes is not a Standard-Advance and cannot be
forfeited.
Velocity
20 - Guild Ball
Charging
To perform a Charge, the active model selects a target enemy model that is in its LOS and pays
any applicable costs.
A model may not declare a Charge if it is currently engaged by an enemy model. A model may not
target an enemy model that it is currently engaging with a Charge.
A Charging model may Advance up to its max-move and, if able, must end the Advance engaging
the target enemy model. A model may not change direction during a Charge. The active model
then makes an Attack (without spending Influence) against the target enemy model. This Attack
gains [+4] TAC.
If the active model, whilst making a Charge, does not end its Advance engaging the target enemy
model then the Charge has been unsuccessful and the active models activation immediately
ends.
Repositioning
Repositioning refers to any movement that is not an Advance. A Reposition may be caused by
either a friendly or enemy model.
A Push is a specific type of Reposition movement. A Push is shown as a distance, e.g. [2] Push.
A model may be moved up to the distance shown. A model may not change direction during a
Push. A model being moved by a Push stops if it contacts another models base, an obstruction
or a barrier.
A Dodge is a specific type of Reposition. A Dodge is shown as a distance, e.g. [2] Dodge. Models
may move up to the distance shown.
Push and Dodge movement receives no penalties or bonuses from terrain or ground unless
otherwise noted.
Core Rules - 21
TN Modifiers
When making a TN test, various factors may affect the target number
or the dice-pool. These will be explained by the relevant rules for that
action.
Modifiers cannot reduce the target number to less than [2+] TN or
increase the target number to greater than [6+] TN.
Instead, for each point a modifier would take the target number to
below [2+] TN, the dice-pool gains an additional [1] die.
22 - Guild Ball
For each point a modifier would take the target number to above [6+]
TN, the dice-pool loses [1] die.
Modifiers cannot reduce the total dice-pool to less than one [D6].
The Ball-Marker
The ball is represented by a ball-marker which is a 30mm base.
If the ball-marker is not in a models possession, the ball-marker is a free-ball.
Snap To
A model that starts its activation or moves within [1] of a free-ball
may choose to take possession of the ball-marker; the ball-marker will
immediately snap-to that model.
If the ball-marker is placed within [1] of a model, that model may choose
to take possession of the ball-marker; the ball-marker will immediately
snap-to that model. If each team has a model within [1] of the ballmarker when it is placed, then each model may roll [1D6] and add their
base-kick to attempt to gain possession. The model with the highest
result gains possession. Where two or more models have the highest
result, re-roll for those models until one model gains possession. The
ball-marker cannot be snapped-to until after a scatter is resolved.
The ball scatters and placed within 1 of both Midas and Honour.
Midas rolls 1D6 and adds his base-kick [3] while Honour also
rolls 1D6 and adds her base-kick [4].
Luckily, Midas rolls high with a 5 giving him a result of [8].
Honour sadly rolls just 2 giving her a result of [6]. The ball
snaps to Midas who glares triumphantly at Honour.
Core Rules - 23
Kicking
To spread the play across the Pitch, models usually move the ball around using the Kick action. A
Kick action is either a Pass or a Shot.
During its activation, a model in possession of the ball-marker may make a Kick at the cost of
[1] Influence. A Kick must target a target-spot, friendly model, or enemy goal-post. A model that
makes a Kick does not require LOS to target a target-spot, friendly model, or enemy goal-post
When making a Kick, the ball-path must be drawn from the kicking model directly towards the
target-spot, friendly model or enemy goal-post.
Tenderiser
Shooting at Goal
To score a goal, a model must target the enemy goal-post with a Kick action called a Shot. A goal can
only be scored from a successful Shot, a ball-marker that scatters into the goal-post will not count. A
model must spend [1] MP in order to make a Shot, in addition to the Influence cost for making a Kick.
During an activation, if a friendly model scores a goal, immediately end the activation.
Kicking Sequence
1. After paying applicable costs, the active model declares a target-spot, target friendly model or
target enemy goal-post within their kick-distance.
2. Generate a dice-pool using the kicking models base-kick.
Vitriol
Each enemy model engaging the kicking model causes the Kick to suffer [-1] dice-pool.
Each enemy model not engaging the kicking model, with any part of its base on the ballpath between the kicking model and the target-spot, friendly model or enemy goal-post,
is an intervening model. Each intervening model causes the Kick to suffer [-1] dice-pool.
3. A Kick is resolved as a [4+] TN test.
If the target-spot, friendly model or enemy goal-post is not in LOS of the kicking model
then the Kick suffers a [+1] TN modifier.
If the target is a friendly model, then each enemy model engaging the target friendly
model causes the Kick to suffer [+1] TN.
4. Upon a successful Kick:
If the target is a friendly model, that friendly model immediately gains possession.
If the target is a goal-post, a goal is scored.
If the target is a target-spot, place the ball-marker centred on the target-spot and
immediately scatter using the kick-scatter rules. The player may choose to re-roll the
entire kick-scatter once but must accept the re-rolled result.
5. Upon an unsuccessful Kick:
If the target is a friendly model, scatter the ball-marker from that friendly model using the
kick-scatter rules.
If the target is a goal-post, scatter the ball-marker from that goal-post using the kickscatter rules.
If the target is a target-spot, place the ball-marker centred on the target-spot and
immediately scatter using the kick-scatter rules.
Ratchet
24 - Guild Ball
Goal Kicks
After a goal the ball is returned to play. Typically, its the friendly crowd
behind the goal-post that kick the ball back into play for their team via
a Goal Kick.
A Goal Kick happens immediately after a goal is scored. The Goal Kick
is resolved by the Player who just conceded the goal.
Guild Ball is therefore played continuously with no positional reset after
a goal is scored.
During a Goal Kick, centre the ball-marker on a target-spot that is
within [10] of the friendly goal-post. Determine the final landing-spot
of the ball-marker using the kick-scatter rules.
A Goal Kick may never be intercepted. During a Goal Kick, the ball-path
may be drawn through barriers.
Angel has just scored a goal. The enthusiastic Union fans grab
the ball and try to boot it out to their teams advantage. The
ball-marker is centred on a target-spot that is within [10] of
the friendly goal-post, a kick-scatter determines the direction
and distance.
This time the crowd isn't too far off target and roll 1D6 [3] for
direction and 1D6 [2] for distance. Close enough for Snakeskin
to quickly gather the ball and mount her own offensive.
Ball Scatter
Occasionally in Guild Ball models will lose control of the ball, or miss
that crucial Shot or Pass. Regardless of how it happens, the rules will call
for a scatter to determine where the ball ends up.
5"
Ball Path
Standard Scatter
A standard-scatter occurs whenever the ball-marker bounces freely;
such as when a model in possession of the ball-marker suffers the
knocked-down condition.
To determine the ball-markers final landing spot; hold the standardscatter template over the current location of the ball-marker with the #1
direction pointing towards the active models goal-post.
Boiler slams into Shark and knocks him down. Shark loses
possession of the ball and it scatters using the StandardScatter rules.
Hold the standard-scatter template centered over Sharks
model, the #1 pointing towards the active players goal, in this
case Boilers goal.
Rolling [1d6] to determine the scatter-direction results in a [2].
Rolling [1d6] to determine the scatter-distance results in a [5].
Place the ball-marker, centered on the landing-spot.
Roll [1D6] to determine the distance that the ball-marker scatters. Roll another [1D6] to
determine the direction in which the ball-marker scatters. The ball-markers final landing-spot is
determined by measuring the scatter-distance in the scatter-direction from the current location
of the ball-marker.
Once you have determined the final landing-spot, the ball-path is centred on the line between
the current location of the ball-marker and the final landing spot. If the current location of the
ball-marker is a model, measure the scatter distance from the edge of the models base.
If there is terrain along the ball-path then the ball reacts as shown in the Terrain rules, otherwise
place the ball-marker centered on the final landing-spot.
Core Rules - 25
Kick Scatter
When the ball is kicked, a kick-scatter may be used to determine the
final landing-spot.
3"
Hold the kick-scatter template over the target friendly model, targetspot or target enemy goal-post with the centre line pointing in the
direction the ball-marker was originally travelling.
Roll [1D6] to determine the distance that the ball-marker scatters.
Roll another [1D6] to determine the direction in which the ballmarker scatters. The ball-markers final landing-spot is determined by
measuring the scatter-distance in the scatter-direction from the current
location of the ball-marker.
Ox has tried to pass the ball to a teammate but has missed.
The ball scatters from the target friendly model using the kickscatter template.
To determine the final landing-spot, Ox positions the kickscatter template on the target-friendly model with the centre
line pointing in the direction of the original Kick.
Ball
Path
Interception
When resolving a kick-scatter, the closest model on the ball-path
between the kicking model and the final landing-spot may choose to
take possession of the ball-marker. If it does not, the next closest model
on the ball-path may choose to take possession, repeat this process until
there are no more models on the ball-path. A standard-scatter may not
be intercepted.
Throw-Ins
If the ball-marker leaves the Pitch during a game for any reason, the game
continues as the enthusiastic crowd quickly throw or boot a spare ball back
into play.
If any part of the ball-markers base leaves the Pitch, immediately take the
ball-marker off the Pitch. Place the ball-marker on the centre spot of the
Pitch and resolve a standard-scatter to determine the final landing spot.
The ball-marker may not be intercepted from a throw-in.
26 - Guild Ball
Making an Attack
During its activation, a model may make an Attack against an enemy
model at a cost of [1] Influence.
A model may only make an Attack against an enemy model that it is
engaging.
Engaging
When a model has an enemy model within its melee zone and LOS, it is
engaging that model.
When a model is within an enemy model's melee zone and LOS, it is
engaged by that model.
A model can engage or be engaged by any number of enemy models.
Shank is engaging Salt and Kraken with his [2] melee zone,
but is not engaging Siren because he doesnt have LOS to her.
Shank is not engaged by Salts [1] melee zone but is engaged
by Krakens [2] melee zone.
Attack Sequence
1. The Controlling Player declares that the active model will make an
Attack against a target enemy model and pays any relevant costs.
2. Generate a dice-pool using the active models current TAC; apply
any applicable bonuses or penalties.
3. An Attack is resolved as a [target models current DEF] TN test.
4. Determine the net-hits for the Attack by deducting the target
models current ARM from the number of successes on the TN test.
An Attack is successful if it generates at least [1] net-hit.
5. The Controlling Player applies the net-hits to the active models
Playbook to determine the result(s) of the Attack.
A more detailed Attack Sequence can be found in the Comprehensive
Timing Sequences section on page 42.
Core Rules - 27
Ganging Up
Ox is beating on Angel, but she has back-up. Luckily, Ox also
has a team mate to give him a hand.
Ox gains [+1] to his dice-pool from the Ganging Up bonus
because Shank is also engaging Angel, but suffers [-2] to his
dice-pool from the Crowding Out penalty because Greyscales
and Salt are both engaging Ox.
When making an Attack, the active model gains [+1] dice-pool for each
friendly model, other than the active model, engaging the target enemy
model.
Crowding Out
When making an Attack, the active model suffers [-1] dice-pool for each
enemy model, other than the target enemy model, engaging the active
model.
Cover
When making an Attack, and the target enemy model is in cover, the
active model suffers [-1] TAC for the duration of the Attack.
Playbook
A model that makes a successful Attack applies the net-hits to their
unique Playbook to determine the result or results. Briskets Playbook
is shown to the left.
A Playbook is always read from left to right. The potential results are
arranged in columns. Each models Playbook is unique.
Gutter
Size 30mm
Melee Zone 2
6/8
3/6
T
1
4+
2/4
KD
Character Plays
Gutter makes an Attack against Tapper. She generates [1] nethit. Gutter selects the [1] DMG result, which is momentous.
Character
Plays Tough
COST
RNG
ZONE
SUSTAIN
However,
Tappers
Hide
reduces
each
Playbook damage
result
by [1]
DMG. Therefore,
in4"this instance
no damage is
Yes
1/
Chain
Grab
caused.
DMG
is athe
oftowards
the Playbook result,
TargetSince
enemy[1]
model
suffers
[4]only
Pusheffect
directly
thisthe
model.
all of
Playbook results effects have been ignored, and no
MPScything
is generated.
P
Blow
Selecting Results
A single net-hit from an Attack allows the model to access the first
column on the left of its Playbook. Each additional net-hit allows the
model access to an additional column, counting from the left. The
model selects a single result from any of the results in the available
columns; apply all the effects of the selected result if able. Some
individual Playbook results deliver more than one effect. You may select
a result with some invalid effects, provided at least one effect is valid.
The Controlling Player must resolve all valid effects generated but may
do so in any order.
All models within this models melee zone suffer [3] DMG.
1
14
28 - Guild Ball
Wrapping
Occasionally an Attack is wildly successful and can wrap around the
Playbook to generate multiple results.
If an Attack generates more net-hits than there are columns on the
active models Playbook, this means the model may select more than a
single result.
In this instance, the active model counts up to the last column and
selects a single result. The active model may then continue counting
columns from the left, selecting an additional result each time they
reach the last column or they run out of net-hits.
The Controlling Player must resolve all results generated but may do so
in any order.
All results generated from a single Attack are considered to be
simultaneous events but are individually subject to any applicable
modifiers.
Brisket
Size 30mm
Melee Zone 1
6/8
3/8
4+
2/4
1
T
Character Plays
Brisket has rolled [5] net-hits on her Attack against Salvo. Her
Playbook has four columns which means Brisket uses [4] net-hits
Character
Plays result
COST
ZONE SUSTAIN
to select
any single
from RNG
her Playbook.
1
S
Yes
Super Shot
Brisket
to inflict
some
pain on Salvo and so selects a [2]
Thisdecides
model gains
[+1/+2]
KICK.
DMG result. Brisket also wants the ball, so with the remaining
[1] net-hit
she selects the2 /Tackle 6
result from
first column of
- theYes
Dirty Knives
her Target
Playbook.
enemy model suffers [-1] DEF, [1] DMG and the
poison condition.
Dodge The active model may make [1] of Dodge movement for each
arrow shown on the Playbook result. Combine all Dodge results from an
Attack into a single Dodge movement.
Knocked-down The target model suffers the knocked-down
condition. If the target model is already suffering the knocked-down
condition, this effect is invalid and therefore may not be chosen unless
as part of a result with additional valid effects.
Tackle If the target enemy model currently has possession of the
ball-marker, the active model immediately gains possession of the ballmarker. If the target model is not in possession of the ball, this effect is
invalid and therefore may not be chosen unless as part of a result with
additional valid effects.
Character Play Shown as either or
, these are play-icons. Each
time the active model selects a play-icon Playbook result, it may trigger a
single Character Play without spending Influence. Each Character Play
will indicate if it can be triggered by play-icons by showing either or
Push The target model suffers [1] of Push movement for each arrow
shown on the Playbook result. Combine all Push results from an Attack
into a single Push movement.
12
Decimate
Size 30mm
Melee Zone 1
6/9
3/6
4+
2/4
Character Plays
14
Core Rules - 29
Parting Blow
When performing an Advance, if an active model leaves the melee zone or LOS of an enemy model
it is engaged by, that enemy model may immediately make a Parting Blow against the active model.
A model may suffer multiple Parting Blows if leaving multiple melee zones and/or LOS.
A Parting Blow is an Attack, which does not cost Influence, triggered and resolved immediately at
the point the active model leaves the melee zone or LOS of the enemy model.
A Parting Blow Attack gains [+2] TAC.
A model making a Parting Blow does not receive the Ganging Up or Crowding Out modifiers.
A Parting Blow cannot generate MP from momentous Playbook results. A Parting Blow cannot
cause a Reposition or trigger a Character Play.
After a Parting Blow is resolved the active model may continue its Advance if able to do so.
30 - Guild Ball
Plays
Models have a number of special abilities and skills they may use during the game, collectively
called Plays.
There are three types of Play a model may have access to: Character Plays, Heroic Plays
and Legendary Plays.
Character Plays
Character Plays are the most common type of Plays, with most models being able to access these
abilities.
Kraken
Character Plays are used by spending Influence or triggering them with play-icons generated
from an Attack.
All Character Plays have the following:
[Name] Each Character Play has a name by which it is referred to.
[Description] This describes the Character Play and its effect. Character Plays will specify if they
have a Pulse or an Aura.
[COST] Shown as either the amount of Influence it costs to use the Character Play and/or the
cost in play-icons required to trigger the Character Play as a Playbook result.
[RNG] Shown as one of three values:
[n] This is the maximum range of the Character Play.
[S] Denotes that the range is Self and may only be used on the model that triggers the
Character Play.
[P] Denotes that the Character Play can only be triggered as a Playbook result using playicons. This Character Play may only target the original Attack target.
Silence
[ZONE] This shows if the Character Play affects an area of the Pitch and what the size/type of the
effect is. If this is the case, this will be shown as an AOE, a pulse or an aura.
[SUSTAIN] This shows if the Character Play has effects that last until the end of the current turn.
Hooper
Core Rules - 31
6" ives
n
ty K
32 - Guild Ball
Fi
re 8"
Bl
as
t
1. The active model declares an AOE Character Play and pays the
applicable cost.
Looking around, he sees that Ox, Boar, and Brisket are clumped
together perfectly and chooses to position the centre of the [3]
AOE template within the [8] range of the Character Play.
c) If the TN test is successful, apply the effect of the Character Play immediately.
d) If the TN test is unsuccessful then that model has managed to duck out of the way of the
worst of the blast and is unaffected.
4. If the AOE Character Play has an ongoing-effect, mark the AOE zone with a template.
Ongoing-Effects
Some AOEs leave a residual ongoing-effect on the Pitch (like a patch of
rough-ground for example). Mark the zone of any ongoing-effect on the
Pitch with a suitable template.
KD
Mercurys Fire Blast leaves a [3] AOE on the Pitch until the
End Phase of the current turn. Models entering or ending their
activation within the AOE suffer the ongoing-effect of the
Play; in this case the burning condition.
Both Ox and Boar move out of the [3] ongoing-effect AOE
and so do not suffer the burning condition. Katalyst charges
Brisket, when he enters the AOE he suffers the burning
condition. Katalyst inflicts the knocked-down condition
on Brisket thus she is unable to leave the AOE during her
activation and so she suffers the burning condition at the end
of her activation.
Core Rules - 33
Heroic Plays
Heroic Plays cost [1] MP to use. Heroic Plays may only be used once per turn.
All effects caused by a Heroic Play last until the end of the current turn unless noted otherwise.
Legendary Plays
Legendary Plays have no Influence or MP cost.
All effects caused by a Legendary Play last until the end of the current turn unless noted otherwise.
Legendary Plays are limited use actions and so may only be used once per game. (Reminder:
Legendary Plays are not recharged when models are returned to play using the Icy Sponge rule).
34 - Guild Ball
Momentum
In a game of Guild Ball, a teams actions and play can generate impetus and drive. The building
excitement, the roar of the crowd, the quickening of pace, this is all called Momentum: a resource that
allows players to capitalise on the building pressure in the game by giving access to special actions not
usually available.
Momentum affects the initiative-roll each turn.
Momentum may never be reduced to less than zero.
Gaining Momentum
Guild Ball rewards positive proactive play by generating Momentum, for example when a team plays to
its strengths, or scores a goal, or passes the ball, or even through taking out enemy players.
Mallet
A team will not generate Momentum while a friendly model in possession of the ball-marker is
within the area behind their own goal-line. Additionally, a team will not generate Momentum
while a free-ball is within the area behind their own goal-line and the free-ball is there as a result
of a Kick, Goal Kick, or if it was placed, by that teams Controlling Player.
Score a Goal
When a model scores a goal the friendly team gains [1] MP.
When resolving a Shot, if two or more sixes are rolled in the TN test, then the goal scored is a
Screamer!. The friendly team gains [2] MP instead.
Take Down
When a model inflicts the taken-out condition on an enemy model, the friendly team gains [1] MP.
Playbook
When a model selects a momentous result during an Attack, the friendly team gains [1] MP.
Boar
Core Rules - 35
Using Momentum
Using Momentum gives a team far greater tactical options.
A model may use any number of momentous abilities as long as they have the MP to do so. All
momentous abilities are actions unless otherwise stated.
Scoring a Goal!
A model that wants to make a Shot on goal must spend [1] MP in addition to any Influence cost.
Counter-Attack
Tapper
After an Attack or Charge is declared, the target model can respond by spending [1] MP to declare
a Counter-Attack. After the active model resolves their Attack, the target model may then make
an Attack against the origin model, if able. A model may only declare a Counter-Attack once per
turn against each enemy model.
A Counter-Attack does not generate MP from momentous Playbook results.
A model may not declare a Counter-Attack against a Counter-Attack.
Defensive Stance
After a Charge is declared the target model may choose to spend [1] MP to respond. The target
model gains [+1] DEF for the duration of the Charge.
Defensive Stance is not an action.
Teamwork
After a successful Pass that targets a friendly model, the Controlling Player may select one of the
following actions. Only one Teamwork action may be selected per successful Pass:
Sakana
GivenGo
The active model may spend [1] MP to immediately make a [4] Dodge.
PassnMove
The receiving model may spend [1] MP to immediately make a [4] Dodge.
Snap Shot!
The receiving model may spend [2] MP to immediately make an out-of-activation Shot without
spending Influence.
A Snap Shot! requires [2] net-hits to score a goal (rather than the usual [1] net-hit) and is subject
to all of the normal Kick bonuses and penalties.
It is possible to score a Screamer! with a Snap Shot!.
Marbles
36 - Guild Ball
Bonus Time!
When resolving a TN test, a model may spend [1] MP to add a single die to the dice-pool before
rolling. This may only be done once per TN test after all other modifiers to the dice-pool have
been factored in.
Bonus Time! is not an action.
Casket
Take a Breather!
During its activation, a model may spend [1] MP to recover [4] HP or remove all conditions. A
model may only use a Take a Breather! once per turn.
Come on Mate!
During its activation, a model may spend [2] MP to target a friendly model within [8]. The target
friendly model recovers [4] HP or removes all conditions. A model may only benefit from Come
on Mate! once per turn.
Gliding
An active model may spend [1] MP to move across rough-ground without penalty for the
remainder of the current turn.
Gliding is not an action.
Core Rules - 37
Types of Ground
Open-Ground
Describes mostly even, clear ground free of any hazards such as grassy fields, streets, roads,
tracks, desert tundra and so on.
Jac
Open-ground is considered the default terrain type for the Pitch so you dont need to declare this!
There are no special rules for this type of terrain.
Rough-Ground
Rough-ground would be something like thick mud or bogs, puddles, streams, ploughed fields, or
ground with trip hazards such as broken masonry, and so on.
A model that enters rough-ground at any point during an Advance suffers [-2/-2] MOV. This
penalty is only incurred once per Advance for the duration of that Advance.
Fast-Ground
Fast-ground refers to areas of the pitch such as ice patches, slick mud, wet cobblestones, or wet
wooden decking.
A model that enters fast-ground at any point during an Advance gains [+2/+2] MOV. This bonus
may only be gained once per Advance for the duration of that Advance.
Chisel
38 - Guild Ball
Types of Terrain
Cover
A model that targets a model with an Attack, while the model being attacked is benefitting from
cover, suffers [-1] TAC for the duration of the Attack.
Obstruction
An obstruction is a small/medium height terrain feature e.g. things such as crates, statues,
platforms, wagons, boulders, and bales of hay.
Rage
A model in, or within [1] of the edge of an obstruction benefits from cover.
A model may move over an obstruction. Models may end their movement on top of, or be placed
on, an obstruction if there is sufficient room to position the models base. Models may never
Advance over an Obstruction during a Sprint or Charge.
While a Player is in control of another Players model, that model may not move over obstructions.
When a ball-marker makes contact with an obstruction during a scatter, use the rule of least
disturbance to place the ball-marker in base contact with the obstruction along the ball-path.
Barrier
A barrier is an impassable terrain feature, usually due to height. This includes things such as
cliffs, buildings and boulders.
Dirge
Forest
A forest is often represented by a number of trees on a base.
A forest is rough-ground. A model within a forest benefits from cover.
A model making a Kick while within a forest, or making a Kick to a target-spot or target-model
that is within a forest, suffers [-1] dice-pool. This penalty is only incurred once per Kick.
A model may draw LOS into or out of a forest, but cannot draw LOS through a forest.
Compound
Core Rules - 39
Guild Plots
In Guild Ball, the Guilds constantly wage a subtle political war in the shadows of commerce and trade.
Vying for power and wealth, they seek to use any means to gain an advantage. Guild Plots represent
their Machiavellian plans driving and influencing games of Guild Ball.
Each Player has a number of Guild Plots that they may try to achieve for an in-game benefit.
At the beginning of the game, decide which Season of Guild Plots you are going to use for the
game. Each Player randomly draws five Guild Plots from the shared deck of Guild Plots. After
review, each Player must discard two, leaving them with three Guild Plots.
Guild Plots are usually kept secret until they are revealed by the Controlling Player.
Each Guild Plot describes a Requirement and a Reward. When the Requirement is satisfied or
met, the Player may immediately claim the Reward.
Guild Plots must be immediately revealed after satisfying the Requirement in order to claim the
Reward.
Rewards may not be retrospectively claimed later in the game. If a Requirement is met but the
Reward is not claimed, the Requirement must be re-met again to claim the Reward. If this is not
possible (e.g. concede the first goal) to be re-met, then the Plot is effectively lost.
Decimate
40 - Guild Ball
Husbandry
Requirement
Requirement
Requirement
Reward
Steamroller
Requirement
Reward
Reward
Too Flash
Requirement
Reward
Mark the enemy model with a flashtoken. A friendly model that declares
a Charge against the marked model
may remove the flash-token to pay [2]
less Influence for the Charge.
Reward
Reward
Damage Sponge
Tracking Back
Requirement
Requirement
Reward
Reward
Get it Back!
Requirement
Reward
Nuts!
Requirement
Tap In
Requirement
Reward
Reward
Home Crowd
Requirement
Reward
Core Rules - 41
Sequence of an Activation
1. Start of activation
1. Declare
2. During activation
2. During Advance
3. End of activation
Effects and abilities that trigger
when an activation ends.
42 - Guild Ball
3. End Advance
Effects and abilities that trigger
when an Advance ends.
Sequence of a Charge
Sequence of an Attack
1. Declare
1. Declare
1.1. Response
Opponents opportunity to declare reactions.
1.1. Response
Opponents opportunity to declare reactions.
2. During Advance
2. Attack Process
3. End Advance
Effects and abilities that trigger
when an Advance ends.
4. Make Attack
Refer to step 2) Attack process
of the Sequence of an Attack.
Core Rules - 43
How it works
During the course of a campaign, coaches will play League Matches against each other and gain
League Points (LP) by winning these games. League Matches are played in accordance with
the standard Guild Ball rules with one exception: replace the core rules for Plot cards with the
campaign rules on page 55.
Midas
By including special Guild Plot cards in their deck, coaches will be able to gain Campaign Points
(CP) by fulfilling certain requirements either in-game or between fixtures.
From playing league matches and using Guild Plots, coaches will also gain Favours during the
course of campaigns and can use these to purchase elite equipment, gain rerolls and even loan
players from other teams.
All of which means that the path to victory is varied, and so campaigns have been designed to
generate three winners:
League Champion
The coach that accrues the most League Points during the course of the campaign is declared the
League Champion and is the overall winner of The Big League. To win in this way takes great skill
and an ability to play Guild Ball on the pitch, as well as a modicum of good fortune along the way.
Ox
Master Strategos
The coach that accrues the most Campaign Points during the course of the campaign is declared
the Master Strategos. To win this title takes a combination of planning, cunning and a very
ruthless streak.
Master of Shadows
The coach that spends the most Favours during the campaign is declared the Master of Shadows.
To earn this accolade takes dedication, tight negotiation skills and an eye for opportunity.
Blackheart
Setting Up
Theres no getting away from it: every Big League campaign needs someone to take the
organisation role. Called the Longshanks, this awesome person will help organise matches,
record results and track the in-campaign progress. The amount of paperwork is really quite small
so the Longshanks can (and should) still play, of course!
A simple spreadsheet is all the Longshanks needs to record League Point and Campaign Point
totals, tally Favours spent to-date, Guild Campaign Cards unlocked and, of course, the overall
standings.
Coin
Further to this, the Longshanks must generate the fixture list at the beginning of each campaign
and track which fixtures have been played. In a standard length campaign, each coach must play
one game against all the other coaches.
Each group will need access to a set of Guild Ball Season 2 campaign cards and each coach will
need a set of Guild Ball Season 2 Plot Cards. Larger groups, or multiple instances of the same
Guild being played, will need multiple sets for obvious reasons.
A sample spreadsheet and all the various cards are available to download from
www.steamforged.com (for free!) or commercially available in your FLGS.
Flask
52 - Guild Ball
League Play
Play
During a campaign, coaches will face each other across the Guild Ball pitch in a series of regular
League Matches.
The Longshanks determines the frequency of how often League Matches are played. As most
groups tend to have a defined weekly gaming night already, the default League Match requirement
is set at one per week.
At the very beginning of the campaign the Longshanks draws up the fixtures and publishes the
order in which games must be played. This allows coaches to carefully plan their campaign and
save Favours for those critical matches.
Coaches make arrangements with their appointed opponent for that week. If it is not possible
to play a fixture within that time frame, then the Longshanks must be informed and the fixture
rearranged. All coaches in the campaign must be advised of any fixture changes.
League Points
Stave
The results of each League Match determine the League Points accrued:
Winner gains [3] LP
Loser gains [0] LP
League Matches are not played using a clock and so timely play and good sportsmanship are
required. In the event that a match cannot be completed for whatever reason, the match is
abandoned and both coaches record a loss unless the Longshanks is happy to rearrange the fixture.
Tracking
After each League Match, coaches must inform the Longshanks of the Overall Result (who won),
the Victory Points total for each coach, and the Campaign Points earned by each coach.
The total accrued League Points for each coach determines the league standings. In the event of
two coaches scoring the same number of LPs the Longshanks should apply the first tiebreaker. If
coaches are still tied then the Longshanks should additionally apply the second tiebreaker.
First Tiebreaker The coach with the highest cumulative total VPs.
Second Tiebreaker The coach with the best VP difference (calculate the net VPs scored by
a player by subtracting the cumulative VPs scored against them from the cumulative VPs
scored by them).
The Longshanks should update the league table after each weeks set of results have been recorded
and publish the new standings along with confirming the following weeks fixtures.
Cosset
Campaign Points
Play
In The Big League, there is no let up for coaches in between League Matches. There are secret
deals to be done with other coaches, plotting and planning team rosters for the next League
Match, trading Favours for special equipment, even loaning players to other teams to help further
your own cause! To be successful, coaches need to be busy before facing their next opponent.
Moments
Accruing Campaign Points allows coaches to progress through the campaign's narrative
Moments. Moments are the chapters in the campaign story; each Moment signifies an important
milestone on the path to victory that coaches must follow.
Gaining access to the next Moment allows coaches to unlock better and more potent Guild Plot
cards, which help to make each subsequent game more exciting than the one before.
Certain Guild Plot Cards will reward coaches with CP instead of an immediate in-game benefit.
To open up the next Moment, coaches must simply accrue enough CP to meet the threshold
requirements as shown below:
Greyscales
Threshold
Moment
Benefit
[0] CP
Plotting
[20] CP
Planning
[40] CP
Opening Gambit
[60] CP
[80] CP
Consolidate
[100] CP
[120] CP
Next Steps
[140] CP
[160] CP
[180] CP
Final Day
[+20] CP after
When coaches report match results to the Longshanks, they will also record the number of CP
gained. The Longshanks will confirm when a Moment has been accessed and the coach will be
able to select a new Plot Card from the Guild Ball Season 2 campaign cards and add it to their own
deck. It is possible for a coach to unlock multiple Moment thresholds at the same time.
Hoist
54 - Guild Ball
Campaign Sequence
Following the frequency of League Matches set by the Longshanks, every campaign follows the
same sequence per League Match:
1. Warm-up
Coaches build their Guild Plot deck for the upcoming match.
2. Match Day
Coaches play their fixture.
3. Results & Fixtures
Coaches record results with the Longshanks and calculate LP/CP.
The Longshanks dispenses any Favours gained by coaches.
The Longshanks updates the league standings and confirms the following fixtures.
4. Wheeling and Dealing
Coaches plan their strategy for their next opponent and spend Favours accordingly.
Boiler
Warm-Up
During the Warm-Up, coaches will build a deck of Plot cards that should help to further their
cunning plan for victory.
Salt
Additionally, every coach may select [1] Guild Specific Plot Card (from their Guild of course!) to
be added to their pool at the start of the campaign. This choice of card must be recorded with
the Longshanks. Once chosen this card cannot be changed, so coaches are encouraged to choose
wisely. Further Guild Specific Plot Cards may be unlocked throughout the campaign.
Building a deck
To build a deck, coaches select any 12 Plot cards from their available pool of cards. The pool of
cards is made up of the following:
Any Guild Ball Season 1 or 2 Guild Plot cards
Any of the 10 Common Campaign Plot Cards
Any unlocked Guild Specific Plot Cards (all coaches start with at least 1)
Any unlocked Rare Plot Cards
Mash
Match Day
Coaches play their League Match fixture against their opponent. It must be made clear to each
coach that the game to be played is a League Match and not a friendly.
At the beginning of the League Match, coaches must show their 12 Plot Cards face-up so their
opponent knows what cards may be drawn for the upcoming game.
Each coach then shuffles and deals themselves [7] Plot cards from their own deck. After
consideration, each coach then discards [2] Plot cards (facedown) to leave [5] Plot cards in their
hand for use during the League Match.
Calculus
Favours
Favours are symbols of the powers-that-be trying to influence the games from the shadows. It is
important to the Guilds that The Big League is seen as competitive, for fear of the masses losing interest
once their team has suffered some setbacks. Mysterious agents operate in the shadows, dispensing critical
aid to subtly try and tip the balance.
Mainspring
56 - Guild Ball
Spending Favours
Maximum Favours that may be spent per game [5].
Favours may be used to fuel shady deals, obtain specialist equipment, bribe officials just about
anything really. The most common ways Favours are used are:
To buy Sponsorships
To facilitate Player Loans
To gain Campaign Points
To buy Guild Plots from other coaches
Bonesaw
Sponsorships
Sponsorships represent elite equipment, training methods or mysterious supplements; these are supplied
by interested merchants and tradesmen hoping their product will rise in popularity and make them rich
beyond their wildest dreams.
A team requires permission from their Guild council to take on a Sponsorship. This requires the
coach to use [1] Favour to obtain the sign-off required. Coaches give the Longshanks the Favour
they wish to spend and inform him of the Sponsorships they wish to purchase.
Sponsorships must be used in the next League Match played and last until the end of that game.
To use Sponsorships in a League Match, they must be declared and shown to the opposing
coach during the set-up before the Pre-Game Sequence commences. Failure to do so means the
Sponsorship may not be used and is lost.
During any Maintenance Phase a coach may reveal any number of unused Sponsorships. The
coach will apply each revealed Sponsorship to a friendly model. A model which gains one or more
Sponsorships gains the stated benefit(s) until the end of the current turn.
Hemlocke
When the League Match has concluded, all Sponsorships are considered used and should be
returned to the Longshanks. This includes Sponsorships purchased but not used during the
course of the League Match. Use them because you will lose them is the motto!
Coaches may not purchase or use multiple copies of the same Sponsorship.
[+1] TAC and [+1] ARM
[+1] DEF
[+2/+0] INF
[+2/+2] MOV
Re-roll Shots
[+0/+4] KICK while making Passes
[+2] DEF against Parting Blows
[+4] Dodge when Running the Length
[+4] Dodge when GivenGo or PassnMove
Colossus
Loans
Coaches may facilitate the temporary loan of players to another team. This requires some serious
inter-Guild negotiations and approvals.
Coaches that wish to borrow a model on loan must use [3] Favours to make this happen. All
loans are optional, and both coaches must agree to the model being loaned. Upon a successful
agreement, coaches must give [2] Favours to the lending teams coach and [1] Favour to the Guild
council (discarded back to the bank) for allowing the deal to go through.
Snakeskin
Campaign Advancement
Coaches who want to accelerate their devious plans and machinations (and unlock some the more potent
Plot cards) can boost their progress through the campaign by spending Favours.
Coaches may spend [1] Favour per Wheeling & Dealing phase to gain [+5] CP.
Ghast
58 - Guild Ball
Plots
Season Two Common Campaign Plots
The Beautiful Game
Requirement
Requirement
Reward
Reward
Winning Ugly
Requirement
Reward
Defensive Drills
Requirement
Reward
Double Down
Requirement
Reward
Reward
Katalyst
Reward
Reward
Statement of Intent
Requirement
Reward
A
friendly
[Mascot]
inflicts
taken-out condition or scores a goal.
the
Reward
Effect
This card may be played when a friendly non[Mascot], non-[Captain] model suffers the
taken-out condition.
Effect
Poisoned Chalice
Requirement
Reward
60 - Guild Ball
He Did What!?"
Requirement
Blind Eye
Brisket
Effect
Reward
Reward
Requirement
Requirement
Reward
Reward
Lead to Gold
Blindingly Obvious
Requirement
Requirement
Reward
Reward
Mixology
Requirement
Reward
Experimental Mix
Requirement
Reward
Reward
Reward
Reward
Off-Kilter
Requirement
Requirement
Reward
Reward
Reward
Bad Pint
Requirement
Reward
Reward
Reward
Remembering
the Old Grumpy Cat
Requirement
Reward
The friendly [Scum] gains CounterCharge and Follow Up for the remainder
of the turn.
Counter Charge -Once per turn when an
enemy model ends its Advance within [6]
of this model, if this model is not engaged
this model may immediately make a
Charge targeting the enemy model.
Follow Up - When an enemy model
ends an Advance that caused it to leave
this models melee zone, this model may
immediately make a Jog directly towards
that model.
62 - Guild Ball
Requirement
Requirement
Reward
Reward
Reward
In Erskirii,
The Hook Suffer You
Requirement
Reward
Requirement
Requirement
Reward
Reward
Bloodbath
Requirement
Reward
Tough Meat
Requirement
Reward
Reward
Spring-Loaded
Synchronicity
Requirement
Requirement
Reward
Creation/Destruction
Requirement
Reward
Reward
Bolt Action
Requirement
Reward
A friendly [Colossus]
successful Pass.
receives
Reward
Reward
Mokojin
Requirement
Reward
Showboating
Requirement
Requirement
Reward
Reward
Popular
Requirement
Requirement
Reward
Baiting Up
Requirement
Reward
Reward
Captain on Deck!
Requirement
Reward
Reward
Slippery Fish
Requirement
Reward
Reward
Friendly
Guild
models
may generate [1] MP from
successful Character Plays
that target enemy models for
the remainder of the turn.
Rascally Rabbit
Requirement
Requirement
Reward
Reward
Requirement
Requirement
Reward
Swift as Shadows
Requirement
Reward
Reward
66 - Guild Ball
Reward
Reward
Rock of Ages
Requirement
Requirement
Reward
Reward
Distant Friends
Requirement
Requirement
Reward
Reward
Reward
Hunker Down
Requirement
Reward
Stoic
turn.
Building Play
A friendly model is targeted by another
friendly model using a Character Play.
Solid Foundations
Requirement
Reward
Sister Act
Requirement
Reward
Reward
The
friendly
team
automatically wins the next
initiative-roll.
Shroud
Deathly Pallor
Requirement
Requirement
Reward
Reward
Angry Dead
Requirement
Reward
Bella Tricks
Requirement
Reward
Paying Respects
Requirement
Reward
Unsettled Debts
Requirement
Reward
68 - Guild Ball
Reward
Going Rogue
Requirement
Requirement
Reward
Reward
Reward
Reward
Payday
Requirement
Reward
Decimated
Requirement
Reward
Reward
Route One
Requirement
Reward
After the scatter is resolved, if the ballmarker is a free-ball, place the friendly
[Greede] in base contact with the ballmarker. The friendly [Greede] is then
allocated [1] Influence.
Index
Actions . . . . . . . . . . . . 14, 20
Activation. . . . . . . . . . . . . 13
Activation Phase. . . . . . . . 18
Active model . . . . . . . . . . 13
Additional-Advance. . . . 20
Advance. . . . . . . . . . . . . . . 20
Alchemist's Guild
Campaign Plots. . . . . . . . . 61
Allocating Influence. . . . . 17
Area of Effect Character
Plays. . . . . . . . . . . . . . . . . . . 33
Armour Value [ARM]. . . . . 8
Attack . . . . . . . . . . . . . . . . . 27
Attack Sequence. . . . . . . . 27
Attributes. . . . . . . . . . . . . . . 8
Aura. . . . . . . . . . . . . . . . . . . 14
Away . . . . . . . . . . . . . . . . . 13
Campaign Advancement. 58
Campaign Points . . . 51, 54
Campaign Sequence . . . . 55
Character Play. . . . . . . . . . 29
Character Plays. . . . . . . . . 31
Character Plays
from Attacks . . . . . . . . . . . 32
Character Plays
using Influence. . . . . . . . . 31
Character Traits. . . . . . . . . 9
Charge, Charging. . 20, 21, 28
Come on Mate!. . . . . . . . . 37
Common Attack
Bonuses and Penalties. . 28
Common Campaign Plots. . 59
Common Character Play
Bonuses and Penalties. . . 32
Completely within. . . . . 13
Compound. . . . . . . . . . . . 87
Comprehensive
Timing Sequences . . . . . 42
Condition-damage. . . . . . 16
Conditions. . . . . . . . . . . . . 16
Controlling Player . . . . . 13
Conventions. . . . . . . . . . . . 14
Counter-Attack. . . . . . . . 36
Cover. . . . . . . . . . . . . . 28, 39
Crowding Out. . . . . . 28, 32
B
Ball-marker . . . . . . . . 14, 23
Ball-path. . . . . . . . . . . . . . . 14
Ball Skills and Kicking
Ability [KICK]. . . . . . . . . . . 8
Barrier. . . . . . . . . . . . . . . . . 39
Base Size. . . . . . . . . . . . . . . . 9
The Big League. . . . . . . . . 51
Bleed . . . . . . . . . . . . . . . . . . 16
Bodycount . . . . . . . . . . . . . 10
Bonus Time!. . . . . . . . . . . . 37
Brewer's Guild
Campaign Plots. . . . . . . . . 62
Brisket. . . . . . . . . . . . . . . . 97
Building a deck. . . . . . . . . 55
Burning. . . . . . . . . . . . . . . . 16
Butcher's Guild
Campaign Plots. . . . . . . . 63
D
Damage (DMG). . . . . . . . . 29
Damage Sponge . . . . . . . . 41
Defensive Ability [DEF]. . 8
Defensive Stance. . . . . . . 36
Definitions. . . . . . . . . . . . 13
Dice-pool . . . . . . . . . . . . . . 14
Directly away. . . . . . . . . . 13
Directly towards. . . . . . . 13
Distance Measuring. . . . 15
Dodge . . . . . . . . . . . . . 21, 29
End Phase. . . . . . . . . . . . . . 18
Enemy marker. . . . . . . . . . 14
Enemy model. . . . . . . . . . . 14
Engaged. . . . . . . . . . . . . . . . 27
Engaging. . . . . . . . . . . . . . . 27
Engineer's Guild
Campaign Plots. . . . . . . . 64
Enters. . . . . . . . . . . . . . . . . 13
Half-way line. . . . . . . . . . . 14
Hammer. . . . . . . . . . . . . 109
Harmony . . . . . . . . . . . . 112
Health Points [HP]. . . . . . . 9
Heroic Plays. . . . . . . . . . . 34
Hoist . . . . . . . . . . . . . . . . 101
Home Crowd. . . . . . . . . . . 41
How to win . . . . . . . . . . . . 10
Hunter's Guild
Campaign Plots. . . . . . . . 66
Husbandry. . . . . . . . . . . . . 41
F
Fahad. . . . . . . . . . . . . . . . . . 75
Fast-Ground. . . . . . . . . . . 38
Favours. . . . . . . . . . . . 51, 56
Final Day of the Season. 58
Fisherman's Guild
Campaign Plots. . . . . . . . . 65
Forest. . . . . . . . . . . . . . . . . . 39
Friendly marker. . . . . . . . 14
Friendly model . . . . . . . . . 14
G
Gaining Momentum. . . . 35
Game Terminology . . . . 13
Ganging Up. . . . . . . . . . . 28
Generating Influence. . . . 17
Get it Back!. . . . . . . . . . . . . 41
Give as Good as You Get!. 41
GivenGo. . . . . . . . . . . . . . 36
Gliding . . . . . . . . . . . . . . . . 37
Goal. . . . . . . . . . . . . . . . . . . 10
Goal Kick . . . . . . . . . . . . . . 25
Goal-line. . . . . . . . . . . . . . . 14
Goal-post . . . . . . . . . . . . . . 14
Graves. . . . . . . . . . . . . . . . 117
Guild model. . . . . . . . . . . . 14
Guild Plots. . . . . . . . . . . . 40
I
Icy Sponge . . . . . . . . . . . . . 19
Immediate Response. . . . 41
Influence. . . . . . . . . . . . . . . 17
Influence [INF]. . . . . . . . . . 9
Initiative. . . . . . . . . . . . . . . 18
Initiative Phase. . . . . . . . . 18
Interception. . . . . . . . . . . 26
J
Jog. . . . . . . . . . . . . . . . . . . . 20
K
Kicking . . . . . . . . . . . . . . . 24
Kicking Sequence. . . . . . 24
Kick-off. . . . . . . . . . . . . . . 12
Kick Scatter . . . . . . . . . . . 26
Knocked-down. . . . . 16, 29
L
League Champion. . . . . . 51
League Play . . . . . . . . . . . . 53
League Points . . . . . . 51, 53
Least disturbance. . . . . . . 15
Legendary Plays . . . . . . . 34
Line of Sight. . . . . . . . . . . . 15
The Longshanks. . . . . . . . 52
Maintenance Phase. . . . . 18
Making an Attack. . . . . . . 27
Markers. . . . . . . . . . . . . . . . 15
Mason's Guild
Campaign Plots. . . . . . . . . 67
Master of Shadows. . . . . . 51
Master Strategos. . . . . . . . 51
Match Day. . . . . . . . . . . . 56
Melee Zone. . . . . . . . . . . . . 9
Models. . . . . . . . . . . . . . . . . . 8
Model Type . . . . . . . . . . . . . 9
Moments. . . . . . . . . . . . . . 54
Momentum. . . . . . . . . . . . 35
Mortician's Guild
Campaign Plots. . . . . . . . 68
Movement . . . . . . . . . . . . 20
Movement [MOV] . . . . . . . 8
Parting Blow . . . . . . . . . . 30
Pass . . . . . . . . . . . . . . . 24, 35
Passing the Ball. . . . . . . . 24
PassnMove . . . . . . . . . . . 36
Picking a Team. . . . . . . . . 10
Placed . . . . . . . . . . . . . . . . 13
Playbook. . . . . . . . . . . 28, 35
Player. . . . . . . . . . . . . . . . . 13
Playing the Game. . . . . . 13
Plays. . . . . . . . . . . . . . . . . 9, 31
Plot cards . . . . . . . . . . . . . . 55
Poison. . . . . . . . . . . . . . . . . 16
Positioned. . . . . . . . . . . . . 13
Possession of the Ball. . . 23
Pre-game. . . . . . . . . . . . . . . 10
Pre-Game Sequence. . . . 12
Preparing for a Game. . . . 10
Pulse . . . . . . . . . . . . . . . . . . 14
Push. . . . . . . . . . . . . . . 21, 29
Scalpel. . . . . . . . . . . . . . . . 114
Score a Goal. . . . . . . . . . . . 35
Scoring a Goal. . . . . . . . . 36
Sequence of
a Character Play . . . . . . . . 32
Sequence of
a Charge. . . . . . . . . . . . . . 43
Sequence of
a Jog or Sprint . . . . . . . . . 42
Sequence of
an Activation. . . . . . . . . . 42
Sequence of an AOE Play. . 33
Sequence of an Attack. . 43
Sequence of Taking a
Model Out. . . . . . . . . . . . 43
Setting Up . . . . . . . . . . . . . 11
Shooting at Goal. . . . . . . 24
Shot. . . . . . . . . . . . . . . . . . 24
Snap Shot! . . . . . . . . . . . . 36
Snap To. . . . . . . . . . . . . . . 23
Snared. . . . . . . . . . . . . . . . . 16
Spending Favours. . . . . . . 57
Sponsorships. . . . . . . . . . . 57
Sprint. . . . . . . . . . . . . . . . . 20
Standard-Advance. . . . . 20
Standard Scatter. . . . . . . . 25
Steamroller. . . . . . . . . . . . . 41
Tackle . . . . . . . . . . . . . . . . . 29
Tactical Ability [TAC]. . . . 8
Take a Breather! . . . . . . . . 37
Take Down. . . . . . . . . . . . . 35
Taken-Out. . . . . . . . . . . . . 16
Tap In. . . . . . . . . . . . . . . . . 41
Target model. . . . . . . . . . . 14
Target Number tests. . . 22
Target-spot. . . . . . . . . . . . . 14
Teamwork. . . . . . . . . . . . . 36
Terrain and Ground. . . . 38
Throw-Ins . . . . . . . . . . . . 26
TN Modifiers. . . . . . . . . . 22
Tokens. . . . . . . . . . . . . . . . . 15
Too Flash . . . . . . . . . . . . . . 41
Towards . . . . . . . . . . . . . . 13
Tracking. . . . . . . . . . . . . . . 53
Tracking Back. . . . . . . . . . 41
Trade Guild Plots. . . . . . 58
Transfers. . . . . . . . . . . . . . 58
N
Normal Turn Sequence. . 18
Nuts! . . . . . . . . . . . . . . . . . . 41
O
Obstruction. . . . . . . . . . . . 39
Once per turn. . . . . . . . . . 14
One Touch Football. . . . . 41
Ongoing-Effects. . . . . . . . 33
Open-Ground. . . . . . . . . 38
Origin. . . . . . . . . . . . . . . . . 14
R
Rare Campaign Plots. . . 60
Recovery Levels. . . . . . . . . 19
Repositioning . . . . . . . . . . 21
Re-roll. . . . . . . . . . . . . . . . . 15
Results. . . . . . . . . . . . . . . . 28
Results & Fixtures . . . . . 56
Rough-Ground. . . . . . . . 38
Run the Length!. . . . . . . . 37
U
The Union
Campaign Plots. . . . . . . . 69
Using Influence. . . . . . . . . 17
Using Momentum. . . . . 36
W
Warm-up . . . . . . . . . . . . . . 55
Wheeling & Dealing. . . . 56
Within. . . . . . . . . . . . . . . . 13
Wrapping. . . . . . . . . . . . . . 29
Index - 127