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Season II

Core Rules &


The Big League

By Mat Hart and Rich Loxam

Core Rules
& The Big League
By Mat Hart and Rich Loxam

Guild Ball was designed


and created by
Mat Hart &
Richard Loxam
Published by
Steamforged Games Ltd.
Design Team
Mat Hart
Richard Loxam
Jamie Perkins
Lawyers Guild
Trent Denison
Alexander Hall
Bryce Johnston
Steve Newton
Tim Wyatt

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

And special thanks


Andrea, Tom,
Katherine and Jake

Illustrations
Doug Telford &
Marc Molnar

Claire, Steve,
Lorraine and Blue
John Snape

Sculpting
Russ Charles,
Clockwork Goblin
Studio Painter
Sebastien Lavigne,
Dark Iron Studio

...& all of the amazing


Pundits and the rest
of the Guild Ball
community around
the world.

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

Preparing for a Game. . . . . . . . . . . . . . . . . 10


How to win. . . . . . . . . . . . . . . . . . . . . . . . 10
Pre-game . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Picking a Team. . . . . . . . . . . . . . . . . . . . . . 10
Setting Up . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Pre-Game Sequence . . . . . . . . . . . . . . . . . 12

Playing the Game. . . . . . . . . . . . . . . . . . . . . 13

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

Area of Effect Character Plays . . . . . . . . 33


Sequence of an AOE Character Play. . . 33
Ongoing-Effects. . . . . . . . . . . . . . . . . . . . . 33

Tokens and Markers. . . . . . . . . . . . . . . . . 15


Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . 16

Gaining Momentum . . . . . . . . . . . . . . . . 35
Using Momentum. . . . . . . . . . . . . . . . . . . 36

Normal Turn Sequence. . . . . . . . . . . . . . 18


Icy Sponge . . . . . . . . . . . . . . . . . . . . . . . . . . 19

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

The Big League . . . . . . . . . . 51


Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
How it works. . . . . . . . . . . . . . . . . . . . . . . . 51

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

Heroic and Legendary Plays. . . . . . . . . 34

Final Day of the Season. . . . . . . . . . . . . . 58

Momentum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Plots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Terrain and Ground. . . . . . . . . . . . . . . . . . 38


Types of Ground. . . . . . . . . . . . . . . . . . . . . 38

Season Two Guild Plots. . . . . . . . . . . . . 40


Comprehensive Timing Sequences. 42
Sequence of a Jog or Sprint . . . . . . . . . . 42
Sequence of an Activation. . . . . . . . . . . 42
Sequence of a Charge . . . . . . . . . . . . . . . . 43
Sequence of Taking a Model Out. . . . . . 43
Sequence of an Attack. . . . . . . . . . . . . . . . 43

Season Two Common Campaign Plots. 59


Season Two Rare Campaign Plots. . . . . 60
Alchemist's Guild Campaign Plots . . . . 61
Brewer's Guild Campaign Plots . . . . . . . 62
Butcher's Guild Campaign Plots. . . . . . .63
Engineer's Guild Campaign Plots . . . . . 64
Fisherman's Guild Campaign Plots. . . . 65
Hunter's Guild Campaign Plots. . . . . . . 66
Mason's Guild Campaign Plots. . . . . . . . 67
Mortician's Guild Campaign Plots. . . . .68
The Union Campaign Plots. . . . . . . . . . . 69

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

mov tac kick def arm inf

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

Tactical Ability [TAC]

Character Plays
Character Plays

Shown as a single number e.g. [4] TAC

COST RNG ZONE SUSTAIN

Snap Fire

Flurry

Pulse 2

Target enemy model suffers [1] DMG.

This is the number of dice a model generates and adds to the dice-pool
when performing an Attack action.

Target enemy model suffers [2] DMG. All other models


within the pulse suffer [2] DMG. This Character Play
may only be used once per turn.

Ball Skills and Kicking Ability [KICK]


Shown as a number and a distance e.g. [3/8] KICK
1

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.

Defensive Ability [DEF]


Shown as a single number e.g. [4+] DEF
This is the Target Number that an attacking model rolls against when targeting a model.

Armour Value [ARM]


Shown as a single number e.g. [1] ARM
This is the number of hits deducted from a successful Attack made against a model.

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).

Health Points [HP]

Corsair
Character
Quaff Traits
Tough Hide

Character Traits

Enemy Plays that cause damage to, or Playbook damage


results that hit this model are reduced by [-1] DMG.

Loved Creature

When this model suffers the taken-out condition as a


Sturdy
Corsairs
Tough
HideAttack
Character
Traitthe
is an
example
or Play,
friendly
teamof a
result per
of
an
enemy
Once
turn
this model may
ignore
the
first knockedPassive
Character
Trait
itupon
applies
that Corsair
down
condition
placed
immediately
gains
[2] -MP
andit.forany
the time
remainder
of the
suffers
a Play
a Playbook
turndamage
friendly from
models
gain or
[+2]
TAC and damage
[+2/+2]result.
MOV.

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

Quaffs Bag of Quaffers Character Trait is an example of an


OneCharacter
Leg Stance
[ 6
Active
Trait
- itAura
can be] used as an action during
Whileactivation.
within this aura friendly models gain [+1/+2]
Quaffs
KICK and Close Control.

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

Preparing for a Game


How to win
In a typical game of Guild Ball, the first Player to reach 12 Victory Points (VP) immediately
wins the game. In the unlikely event of both Players reaching 12 VPs simultaneously, the game
continues until one Player has more VPs than the other, at which point that Player immediately
wins the game. A game takes around 2 hours to play on average; you may, of course, adjust the
target VP win condition to play a longer or shorter game if you wish.
Goals! A Player gains [4] VP when their team scores a goal.
Bodycount! A Player gains [2] VP each time an enemy model suffers the taken-out condition.
Meathook

Game Size

Duration

Pitch Size

Team Size

VP Total

Introductory Game (refer to


the GB Quick Start rules)

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

Goals are represented by a goal-post. Goal-posts are always


positioned in the centre of the deployment zone, with the
front edge on the goal-line. The kicking Player decides
which table edge they will use for deployment and positions
their goal-post.

Deployment Zone

The kicking Player deploys their entire team completely


within 10 of their chosen table edge. They declare one
model as the kicker, and the kicker is given possession of
the ball-marker.
The receiving Player uses the opposite table edge, positions
their goal-post, and deploys their entire team, all in the
same manner as the kicking Player.

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

Playing the Game


Game Terminology
Guild Ball uses a number of key phrases and terminology to define aspects of the game.

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.

During a game Siren activates and targets Ox with a


Character Play called Lure. Siren is the active model and Ox
is therefore the target model. When Lure hits, Ox temporarily
becomes the active model as he involuntarily moves toward
Siren. Siren remains the origin model throughout.

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

An origin is a model that is initiating an action.


Target model is the model targeted by an action. A model must have LOS in order to target
another model with an action unless otherwise stated.
Enemy model/marker refers to a model or marker that belongs to the opposing team to the active model.
Friendly model/marker is a model or marker that belongs to the same team as the active model.
Guild model refers to a friendly model whose Guild is the same as the active model.
An aura is an effect which is constantly active throughout its duration. Models within an aura are
immediately affected by it. An aura extends from the edge of the models base up to the distance
specified by the number listed. A model is affected by its own aura unless otherwise stated.

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.

Boar obstructs any line that Siren may draw to Ox and


therefore Siren only has LOS to Boar but not to Ox.
Note that the building also blocks LOS.

Tokens and Markers


Tokens
Tokens do not have a physical presence on the Pitch, they are simply put next to the relevant
models to show which effects are in play on which 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

Remove the bleed condition at the end of the Maintenance Phase.

Knocked Down [0]


A model suffering the knocked-down condition does not block LOS.
A model suffering the knocked-down condition cannot engage an enemy model.
A model suffering the knocked-down condition cannot have possession of the ball.
A model suffering the knocked-down condition cannot use any Character Plays.
A model suffering the knocked-down condition may suffer a Push or make a Dodge but may not
Advance, or be moved, by any other means.
A model suffering the knocked-down condition suffers [-1] DEF.
Gutter

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

Normal Turn Sequence


1. Initiative Phase
Each Player rolls a single die [1D6] to make an initiative-roll.
Each Player additionally adds [+1] to their initiative-roll for each of their unspent Momentum
Points (MP) from the previous turn.
The Player with the highest net initiative-roll decides which team has the initiative. Re-roll tied
results with all prior bonuses still applying at this point.
MP is then reset to zero for each Player.
Obulus

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

mov tac kick def arm inf

7/9

2/6

4+

2/2

Character Plays
Character Plays

Lure

COST RNG ZONE SUSTAIN

Target enemy model immediately makes a Jog directly


towards this model. The target enemy model is a friendly
model during this action. This Character Play may only
be used once per turn.

Screeching Banshee

Yes

Target enemy model suffers [-4/-4] MOV and [2] DMG.

12

Cosset has Recovery Levels at [4] and [8] HP.


Cosset has been beaten up by Brick and suffers the taken-out
condition.
During the next Maintenance Phase, Cosset receives [1] Icy
Sponge token as the Physicians Guild work on her tenderised
body. Cosset may then choose to return to play by using the
[1] Icy Sponge token to recover HP up to the first Recovery
Level of just [4] HP.
Instead she wisely decides to receive further treatment. During
the next Maintenance Phase she receives another Icy Sponge
token. Cosset decides her team really needs her back on the
pitch and returns to play by using her [2] Icy Sponge tokens to
recover HP up to her second Recovery Level of [8] HP.

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"

A model blocks movement. A moving models base cannot pass over


another models base during movement.
Brisket has a base-move of [6]. She Jogs forward 4 before
changing direction and using her remaining [2] of movement.

Possession of the ball has no impact on the distance travelled.

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

Target Number tests


Many actions a model may make are resolved using a target number (TN) test.
Models use their attributes and apply all relevant modifiers to gather a
number of six-sided dice (D6), in order to generate a dice-pool.
Each relevant action confers a base number of dice to the dice-pool;
action specific modifiers are then applied. All other applicable modifiers
are then applied from Character Traits, Plays and other in-game effects
and abilities. This will provide a total dice-pool for the action.
The target number needed is shown as a number in brackets.

Ox attacks Shark. Ox has TAC [7], which gives him a dice-pool


of 7 six-sided dice (7D6).
Shark has DEF [4+] so any attacks made against him require
a [4+] TN test.
Ox rolls his dice-pool of 7D6 against the [4+] TN and gets 2, 3,
4, 4, 5, 6, 6, which generates [5] hits and [2] misses.
Oxs attack is a success; he may now use the hits to generate
results using his Playbook.

When making a TN test, each individual die rolled as part of a dice-pool


that equals or exceeds the target number generates a successful hit. Any
die that rolls less than the target number is unsuccessful.
Some actions will have modifiers that affect the number of successful
hits after the dice-pool has been rolled.
A TN test is successful if it generates at least [1] net-hit. In many TN
tests additional hits may improve the overall result.

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.

Greyscales manages to find some space for a Pass but his


target, Shark, is tightly hemmed in by Butchers all trying to
block his kick.
Greyscales dice-pool for the Kick action is [3D6] and he is
looking for a [4+] TN test to make a successful Pass.
The three Butchers engaging Shark should impose a [+3] TN
penalty to the difficulty of the Pass, effectively taking it to
a [7+] TN test. Obviously you cant roll a [7] on a single D6
and so the difficulty is capped at [6+] TN. This means the
remaining penalty affects Greyscales dice-pool, taking it
down to [2D6] (from [3D6]).

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.

Possession of the Ball


When a model is in possession of the ball-marker, put the ball-marker in base contact with that
model. The ball-marker ensures the model in possession is clearly identified. While a model
is in possession of the ball-marker, the ball-marker has no location on the Pitch. The model
in possession is considered to be the current location of the ball-marker. While a model is in
possession, the exact physical position of the ball-marker is irrelevant; the position of the ballmarker may be freely altered as required.
When a model in possession is moved, the ball-marker remains in that models possession
throughout the movement.
During its activation, a model in possession and not engaged may give up possession at any point.
Giving up possession is not an action. To give up possession, the model places the ball-marker
within [1]; the ball-marker then becomes a free-ball. A model that has given up possession in this
way may not regain possession during the same activation.
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.

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

Passing the Ball


A model may Pass the ball-marker to another friendly model or to a target-spot.

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

Scatters require a template to resolve. There are two types of scatter


template used in Guild Ball; a standard-scatter and a kick-scatter.

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.

Once you have determined the final landing-spot, the ball-path is


centred on the line between the centre of the kicking model and the
final landing spot.
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.

Ball
Path

Ox determines the ball-path to the final landing spot and


groans as he notes that Greyscales is cunningly in the right
place to intercept the miskick.

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.

Brisket declares an Attack against Salvo. Salvo is within her


melee zone of [1] and LOS.
Brisket uses her TAC [4] to generate a [4D6] dice-pool. Salvo
has DEF [4+], so any Attacks made against him require a [4+]
TN test. Brisket rolls her dice-pool of [4D6] against the [4+]
TN and gets 2, 4, 4, 6, which generates [3] hits.
Salvo has [1] ARM which reduces the number of hits by [1].
Briskets Attack has generated [2] net-hits and so is a success;
she may now use the [2] net-hits to generate a result using her
Playbook.

Core Rules - 27

Common Attack Bonuses and Penalties


Charging
When making a Charge, the active model gains [+4] dice-pool for the
Attack made as part of the Charge.

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

mov tac kick def arm inf

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

Momentous results are highlighted with a colour fill on the Playbook.


Momentous results generate [1] MP for the active models team in
addition to the effects of the selected result. If an ability allows a model
to ignore or invalidate all effects of a momentous Playbook result then
no MP is generated.

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.

Common Results and Effects

Brisket

Size 30mm
Melee Zone 1

mov tac kick def arm inf

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.

Because both of these are momentous results, Brisket gains her


team [2] MP.

Damage (DMG) Reduce the current HP on the target enemy model by


the number shown. After damage modifiers, combine all DMG results
from an Attack into a single instance of damage.

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

in the [COST] column. A Character Play can only be triggered in


this way from the Playbook by a corresponding play-icon.

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

mov tac kick def arm inf

6/9

3/6

4+

2/4

Character Plays

Decimate has performed a Charge against Flint. Flint is


within [4] of Blackheart, who has used his Commanding
Character
PlaysPlay. Decimate
COST RNG
ZONE [7]
SUSTAIN
Aura
Character
generates
net-hits from
the Second
Attack.Wind
Decimate selects
a result
from
herYes
Playbooks fifth
2
4"
column,
of make
[3] DMG
and
[1]
Targetwhich
friendlyconsists
model may
a Jog at
theaend
of Dodge.
its
activation. This Character Play may only be used once

per turn.has wrapped her Playbook, so with the single


Decimate
remaining
net-hit
the first column
6" a result
- fromYes
/ select
Thousand
Cutsshe3may
of her
Playbook.
Decimate
selects
result
which consists of [1]
Target
enemy model
suffers [-2]
DEF aand
[1] DMG.
DMG and a [1] Dodge, which is momentous.

Commanding Aura increases each Playbook damage result


by [1] DMG, therefore in this instance [6] DMG is applied to
Flint, and Decimate may make a [2] Dodge. Since one of the
Playbook results was momentous, Decimate generates [1] MP
for her team.
1

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.

Character Plays using Influence


During its activation a model may spend Influence to use a Character Play.
A model using a Character Play may target any valid model within range and LOS.
A Character Play that targets an enemy model is resolved as a [target models current DEF] TN
test. Use the Character Plays cost in Influence to generate the dice-pool.
The Controlling Player may choose to automatically hit friendly models with Character Plays
with no TN test required.

Hooper

Core Rules - 31

Character Plays from Attacks


Alternatively, it is possible for a Character Play to be triggered as a
Playbook result.
D ir

6" ives
n
ty K

Brisket has just attacked Siren. She generated [3] net-hits on


her attack which gives her access to her 3rd Playbook column.
She decides to use the play-icon on her 3rd Playbook column
to trigger her Dirty Knives Character Play on Angel who is
nearby. Brisket checks that Angel is within the [6] range of her
Character Play and confirms LOS.

When a model selects a play-icon Playbook result during an Attack, it


may use that result to trigger a single Character Play without spending
Influence. If a Character Play can be triggered by play-icons, it will be
shown in the [COST] of that Character Play.
A model triggering a Character Play may target any valid model within
range and LOS.
A Character Play triggered from the Playbook is automatically successful
with no TN test required.

Angel is a valid target and so immediately suffers the effect of


the Character Play as Brisket launches a wicked looking knife
through the air at her.

Sequence of a Character Play


1. The active model declares a Character Play against a target model in
range and LOS and pays the relevant cost.
2. If required, determine the success of the Character Play with a TN test:
a) Generate a dice-pool using the cost of the Character Play; apply
any applicable bonuses or penalties.
b) A Character Play is resolved as a [target models current DEF] TN
test.
c) If the TN test is successful, apply the effects of the Character Play.
3. If a TN test is not required, then the Character Play is automatically
successful.
Ox knows he needs to do something about Krakens heavy
armour if his team are to take him out. He spends [2] Influence
to use the He Aint Tough! Character Play.
Ox confirms Kraken is within range and LOS before
generating his dice-pool. The cost of the Character Play is [2]
Influence, with no other bonuses, Ox has a [2] dice-pool.
Kraken has a [2+] DEF; Ox rolls 2D6 and gets a 1 and a 4.
Kraken doesnt get to apply his ARM to the roll which means
Ox has generated a single net-hit, enough for success. Kraken
immediately suffers the effects of the Character Play.

32 - Guild Ball

Common Character Play


Bonuses and Penalties
Crowding Out
When making a Character Play, the active model suffers [-1] dice-pool
for each enemy model, other than the target enemy model, engaging the
active model.

Area of Effect Character Plays


Some Character Plays affect a zone on the Pitch (as opposed to a single
target); these are called Area of Effect (AOE) Character Plays.
AOE Character Plays deliver an effect to an area; all models (friendly and
enemy) within the AOE template may be affected. An AOE Character
Play does not target a model.

Fi

re 8"
Bl
as
t

An AOE Character Play triggered from the Playbook is automatically


successful with no TN test required.

Sequence of an AOE Character Play

Mercury smiles as he uses a Fire Blast; he spends [2]


Influence, the cost of the Character Play.

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.

2. Position a circular template (with a diameter equal to the size of


the AOE) with the centre of the template within the range of the
Character Play.

If he was triggering this Character Play from a Playbook result


(following an Attack) then all three of the Butchers would be
automatically hit and suffer the effects of the Character Play!

3. If required, for each model within the AOE template, in an order


determined by the active model:
a) Generate a dice-pool using the cost of the Character Play; apply
any applicable bonuses or penalties.
b) A Character Play is resolved as a [models current DEF] TN test.
The active model may choose to automatically succeed against
friendly models.

However, Mercury has paid Influence to use this Character


Play and so must test to see who is affected and who isnt.
For each model within the template, Mercury gathers a dice-pool
based on the Influence cost of the Character Play, in this instance
[2]. He may choose to spend MP on Bonus Time! to add a further
die to the pool, but must do so individually for each model.
After resolving the Character Play against all three Butchers,
Mercury leaves the [3] template in place, as Fire Blast has
an ongoing-effect until the end of the turn

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 and Legendary Plays


Heroic and Legendary Plays are something special that only really talented models have the
ability to perform.

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.

Pass the Ball


When a model makes a successful Pass that targets a friendly model the friendly team gains [1] MP.

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

Run the Length!


After scoring a goal the active model may spend [1] MP to immediately make a [4] Dodge; this
Dodge takes place prior to the Goal Kick.

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

Terrain and Ground


Terrain plays a big role during the course of a game of Guild Ball, ranging from how the ball reacts to
how models traverse the pitch.

How Much and Placement


There are no set rules for how much terrain and ground to use, as Guild Ball can be played anywhere;
from a purpose built pitch to a town square, on an old battleground or in some old ruins even in a
pig field! Just be sure to agree with your opponent to define the terrain before starting the game.
If you would like to see guidelines on the amount of terrain and ground to use during a game,
these are detailed in the Mob Football Association Organised Play Document, which suggests a
reasonable amount of terrain and ground to have on a Pitch. It also suggests appropriate sizes for
each type of terrain and ground. Check out www.steamforged.com for this document.
Fangtooth

Definitions of Terrain and Ground


It is possible to use many and varied types of terrain and ground in a game of Guild Ball. For each
piece of terrain or ground, agree with your opponent what type it is.
Terrain is usually quite obvious, but there will always be pieces that could be defined in multiple
ways. It is vital that both players discuss and agree what each piece of terrain is before any
game begins.

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

A model within [1] of the edge of a barrier benefits from cover.


A barrier blocks LOS. A model may not move or be placed into or on a barrier.
The ball-marker may not be placed on a barrier; if the final landing-spot is within a barrier, or
the ball-marker contacts a barrier during a scatter, use the rule of least disturbance to place the
ball-marker in base-contact with the barrier along the ball-path.

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

Season Two Guild Plots


Immediate Response

Husbandry

One Touch Football

Requirement

Requirement

Requirement

An enemy model inflicts the taken-out


condition on a friendly model or scores
a goal.

Reward

The friendly team gains [2] MP.

Steamroller
Requirement

A friendly model declares a Charge


against an enemy model.

Reward

The Charging model gains Anatomical


Precision or Forceful Blow for the
Attack action.
[Anatomical Precision]
During an Attack from this model
enemy models suffer [-1] ARM.
[Forceful Blow]
During a Charge, in addition to one
or more Playbook damage results, the
targeted enemy model suffers a [2]
Push directly away from this model
and [2] DMG.

Give as Good as You Get!


Requirement

A friendly model declares aCounterAttack.

Reward

The friendly model gains [+2] TAC for


the duration of theCounter-Attack.

Too Flash
Requirement

An enemy model uses a Teamwork


momentous action.

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.

A friendly [Mascot] suffers the takenout condition.

Reward

A friendly model receives a successful


Pass and does not use a Teamwork
momentous action.

In the next Maintenance Phase return


the friendly [Mascot] to play as if it
had removed an Icy Sponge token.
The [Mascot] returns with [1] HP.

Reward

Damage Sponge

Tracking Back

Requirement

Requirement

Reward

Reward

An enemy model declares an Attack


against a friendly model.
The friendly model gains [+1] DEF for
the duration of the Attack.

Get it Back!
Requirement

A friendly model suffers a Tackle and


loses possession of the ball-marker.

Reward

The friendly team gains [1] MP.

Nuts!
Requirement

An enemy model declares a Parting


Blow.

The friendly model may immediately


make a Pass without spending
Influence.

A friendly model ends its activation


within [4] of the friendly goal-post.
The friendly model gains Goal Defence
for the remainder of the turn.
[ Goal Defence ]
An enemy model that makes a Shot
suffers [+1] TN to the Shot while this
model is within [4] of the friendly goalpost.

Tap In
Requirement

A friendly model makes a Shot while


within [4] of the enemy goal-post.

Reward

The friendly model gains [-1] TN to


the Shot.

Reward

The friendly model targeted by the


Parting Blow gains Close Control
for the remainder of the turn.
[ Close Control ]
Once per turn this model may ignore the
first Tackle Playbook result against it.

Home Crowd
Requirement

You lose an initiative-roll and do not


have the first activation of the turn.

Reward

At the end of the current Maintenance


Phase the friendly team gains [1] MP.

Core Rules - 41

Comprehensive Timing Sequences


The Timing Sequences are a series of steps that allow a Player to pinpoint exactly when an ability
or effect triggers during the game. These steps are designed to assist in the accurate resolution of
timing questions that can arise when multiple abilities or effects trigger. Whilst some simplified
Timing Sequences appear earlier in this rulebook, the sequences listed here are expanded and
more detailed versions.
When an ability or effect references a timing step resolve from that point onwards, do not resolve
any precursor steps.
For example, Ratchets Heroic Play Overclocked states:
Choose a target friendly [Mechanica] model within [4] that hasnt activated, it may Sprint or
Charge without spending Influence during its next activation. At the end of its activation it suffers
the taken-out condition.
Overclocked references two specific steps. At the end of its activation indicates the timing step
at which the Overclocked model suffers the taken-out condition. Additionally suffers the takenout condition indicates that step 1 of the Sequence of Taking a Model Out is skipped, so do not
reduce the Overclocked models HP to 0.

Sequence of an Activation

Sequence of a Jog or Sprint

1. Start of activation

1. Declare

The first effects and abilities that are resolved


when a model activates.

A Player states intention to Jog or Sprint and


calculates bonuses, penalties and restrictions.

2. During activation

2. During Advance

A model may make actions.

Effects, abilities, bonuses and penalties


that trigger while Advancing.

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

A Player states intention to Charge and calculates


bonuses, penalties and restrictions.

A Player states their intention to make


an Attack with a model.

1.1. Response
Opponents opportunity to declare reactions.

1.1. Response
Opponents opportunity to declare reactions.

2. During Advance

2. Attack Process

Effects, abilities, bonuses and penalties


that trigger while Advancing.
2.1. Generate dice-pool
The dice-pool may not be reduced to 0.
2.1. Check for a successful Charge
Is the Charging model engaging
the target model?

3. End Advance
Effects and abilities that trigger
when an Advance ends.

2.2. Bonus Time!


The Player may use Bonus Time!

2.3. Roll Dice!

2.3.1. Net Hits

4. Make Attack
Refer to step 2) Attack process
of the Sequence of an Attack.

Sequence of Taking a Model Out


1. A model has been reduced to 0 HP
Effects and abilities that trigger when
a model is reduced to 0 HP.

2. Suffer the taken-out condition


Effects and abilities that trigger when a model
suffers the taken-out condition

3. Remove model from the Pitch

2.4. Calculate Damage Modifiers

2.5. Select Playbook results

2.6. Apply Playbook results


Apply valid Playbook effects, Character
Traits, and gain MP for momentous
Playbook results

3. Check for taken-out


Has a model been reduced to 0 HP?

4. After the Attack is Resolved


Effects and abilities that trigger
when an Attack ends.

4. Generate Momentum and VPs


Gain any MP for inflicting the taken-out condition.
Gain any VP for inflicting the taken-out condition.

Core Rules - 43

The Big League


Introduction
Welcome to The Big League! Here, you will find all the information and rules you need to
combine your games of Guild Ball into an exciting, ongoing campaign.
Still playing the role of team coach, not only will you take control of the action on the field but
you will also be immersed in the shadowy dealings behind closed doors. Only the most skilled
coaches will be crowned victorious.
The Big League campaign system is designed for groups of 812 players, but of course every group
is different, so feel free to adjust the system to suit your particular group.

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

The Big League - 51

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

The Big League - 53

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

[x1] new Guild Plot Card unlocked

[20] CP

Planning

[x1] new Guild Plot Card unlocked

[40] CP

Opening Gambit

[x1] new Guild Plot Card unlocked

[60] CP

Best Laid Plans

[x1] new Rare Plot Card unlocked

[80] CP

Consolidate

[x1] new Guild Plot Card unlocked

[100] CP

Fully Committed Now

[x1] new Guild Plot Card unlocked

[120] CP

Next Steps

[x1] new Guild Plot Card unlocked

[140] CP

All Coming Together Nicely

[x1] new Rare Plot Card unlocked

[160] CP

No Room For Manoeuvre

[x1] new Rare Plot Card unlocked

[180] CP

Final Day

[x1] new Rare Plot Card unlocked

[+20] CP after

Driving the Advantage

[x1] new Rare Plot Card unlocked

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.

Guild Plot Cards


Each coach has a pool of cards available to them to select from. As the campaign progresses,
coaches will gain additional cards that are added to their pool. Groups that use the Guild Ball
Season 2 Campaign Cards set will have multiple versions of the more commonly used cards.
Coaches begin the campaign with access to any Guild Ball Season 1 or 2 Guild Plot cards from
the core game and any of the Common Campaign Plot Cards found in the Guild Ball Season 2
Campaign Cards set.

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

The Big League - 55

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

Results & Fixtures


The coaches shake hands and congratulate each other on a hard-fought game. In The Big League
there are no draws, you either win or you lose.
After the game has finished, coaches shall discuss and record the events of the game. When both
coaches are happy and agree with the details, this information is passed to the Longshanks.
Details to be recorded are:
League Points gained (winner/loser)
VPs gained (for each coach)
Campaign Points gained (for each coach)
Any Favours gained from the game (for each coach)
Honour

Wheeling & Dealing


After League Matches have been played and the Longshanks has recorded the information,
coaches are free to start spending Favours.

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

Coaches gain Favours as follows:


[+3] Favours if you lose a League Match
[+1] Favour if you win a League Match
[+1] Favour if you played a coach who had more LP than you
[+2] Favours if you beat a coach who had more LP than you
Favours are represented by the relevant card found in the Guild Ball Season 2 Campaign Cards set.
Princess

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

The Big League - 57

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

Models with the [Captain] or [Mascot] type may not be loaned.


Models loaned in this way ignore all Guild restrictions where Picking a Team. The lending coach
may not use this model in a League Match while it is out on loan.
Players are encouraged to be sensible when it comes to the actual physical model. Accidents can
happen so please consider using a paper-doll (available for download from www.steamforged.
com) or a suitable proxy to represent the borrowed model. Opponents and the Longshanks must
be comfortable with any proxy model used.

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.

Trade Guild Plots


There is nothing that cant be sold or traded in Guild Ball. Coaches may swap unlocked Plot cards
between themselves if they wish. Whilst no Favour is required for this exchange, sometimes hard
negotiators can squeeze some extra value out of a deal. Coaches must notify the Longshanks of
any card trades to accurately update each coachs unlocked cards.
Sometimes its simpler to buy someone elses Plot cards. Coaches may offer to buy unlocked Plots
cards from each other. Coaches may offer up to [5] Favours to purchase a Plot card from another
coach. Remember to notify the Longshanks of any card trades.
Shark

Final Day of the Season


After the final League Matches have been played and the totals tallied up, its down to the
Longshanks to declare the winners.
Coaches who competed but did not win a title during this campaign now gain [5] Favours for use
in the next campaign.

Ghast

58 - Guild Ball

Plots
Season Two Common Campaign Plots
The Beautiful Game

Two footed Tackle

Requirement

Requirement

Win the game without inflicting the takenout condition.

Reward

You gain [10] CP.

A friendly model inflicts the taken-out


condition on two different enemy models in
the same game.

Reward

You gain [5] CP.

Winning Ugly
Requirement

Win the game without scoring a goal.

Reward

You gain [10] CP.

Defensive Drills
Requirement

A friendly model uses Defensive Stance.

Reward

You gain [5] CP.

Double Down
Requirement

Inflict the taken-out condition on the same


model twice in the same game.

Reward

You gain [10] CP.

One with the Left,


One with the Right
Requirement

Score two goals with the same model in the


same game.

Reward

You gain [5] CP.

Katalyst

Starting from the Back


Requirement

A friendly model performs a Tackle and a Pass


in the same activation.

Reward

You gain [5] CP.

One for the Crowd


Requirement

A friendly model makes a Snap Shot!.

Reward

You gain [5] CP.


Spigot

Statement of Intent
Requirement

A friendly model uses a Legendary Play or


Heroic Play.

Reward

You gain [5] CP.

Its Unbelievable Geoff!


Requirement

A
friendly
[Mascot]
inflicts
taken-out condition or scores a goal.

the

Reward

You gain [10] CP.


Salvo

The Big League - 59

Season Two Rare Campaign Plots


Homework Done

Jumping the Whistle

This card may be played at any time after


deployment but before kick-off.

This card may be played at any time during a


friendly activation except while resolving an
action.

Effect

Place a vengeance-token on an enemy model.


A friendly model making an Attack targeting
the marked enemy model may remove the
vengeance-token to gain [+4] net-hits to that
Attack. If the marked enemy model is takenout by this Attack you gain [15] CP and [1]
Favour.
Brick

This card may be played when a friendly non[Mascot], non-[Captain] model suffers the
taken-out condition.

Effect

When this model would return to the Pitch,


instead choose any other friendly non[Mascot], non-[Captain] model from your
roster that is not currently on the Pitch. The
new model enters play as if it had received an
Icy Sponge token. The new model enters play
with full HP.

Poisoned Chalice
Requirement

A friendly [Loaned] model suffers the takenout condition.

Reward

60 - Guild Ball

All friendly models may immediately make a


[2] Dodge.

He Did What!?"
Requirement

Activate a friendly model

Blind Eye

Brisket

Effect

The friendly team gains [2] MP. You also gain


[25] CP and [1] Favour.

Reward

Choose another friendly model. It may


immediately activate after this model has
ended its activation if able to do so. You also
gain [10] CP and [1] Favour.

From the Half Way Line


Requirement

Activate a friendly model

Reward

This model gains [+1/+2] KICK for the


remainder of the turn. You also gain [10] CP.

Alchemist's Guild Campaign Plots


Hidden Knowledge

Smoke and Mirrors

Requirement

Requirement

Both Players have selected their Guild


Plots.

Reward

You may look at [1] random Guild Plot


from your opponents hand. You also
gain [5] CP.

An enemy model declares an Attack


against a friendly model.

Reward

After the Attack is resolved, the friendly


model may make a [2] Dodge. You also
gain [10] CP.

Lead to Gold

Blindingly Obvious

Requirement

Requirement

Reward

Reward

The friendly team has more MP than


the opposing team in the End Phase.
Select [1] ongoing-effect AOE. This
AOE is not removed in this End Phase.
You also gain [1] Favour.

Mixology
Requirement

An enemy model is suffering [2] different


conditions at the same time.

Reward

A friendly [Calculus] successfully hits


an enemy model with Blind.

Experimental Mix
Requirement

A friendly model uses an AOE


Character Play.

Reward

That Character Play gains


[+3] DMG. Models hit by the
Character Play additionally
suffer the bleed condition.
Models entering or ending
their activation within the
AOE additionally suffer the
bleed condition.

Rare Campaign Plot

The friendly team gains [2] MP. You also


gain [5] CP.

Checking for Blood


Requirement

A friendly [Venin] inflicts the bleed


condition on an enemy model.

Reward

You gain [10] CP.

You gain [10] CP.

Recipe for Success


Requirement

The friendly team scores [2] goals in the


same turn.

Reward

You gain [15] CP.

The Big League - 61

Brewer's Guild Campaign Plots


Barroom Brawl
Requirement

The friendly team has [4] or


more MP.

Reward

Friendly models may use their


Heroic Plays without spending
MP for the rest of the turn.

Off-Kilter

Over the Line

Requirement

Requirement

Reward

Reward

A friendly model fails a Pass that


targeted a friendly model.
The targeted model may make a [2]
Dodge directly towards the ball-marker,
after the kick-scatter has been resolved.
You also gain [5] CP.

Rare Campaign Plot

An enemy model suffers the taken-out


condition as a result of leaving the Pitch.
You gain [15] CP.

All Fall Down


Requirement

Down and Out


Requirement

An enemy model suffers the taken-out


condition while suffering the knockeddown condition.

Reward

You gain [10] CP.

Bad Pint
Requirement

An enemy model suffers


a total of [6] of Push
movement during a
single friendly activation.

Reward

The friendly team gains


[2] MP. You gain [10] CP.

An enemy model suffers a Push that


moves it into base contact with another
enemy model.

Reward

Both enemy models immediately suffer


the knocked-down condition.

Feeling the Heat


Requirement

A friendly [Stoker] declares an Attack


against an enemy model that is suffering
the burning condition.

Reward

You gain [1] Favour and [10] CP.

Remembering
the Old Grumpy Cat
Requirement

A friendly [Scum] starts the Maintenance


Phase more than [4] from a friendly
[Tapper].

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

Butcher's Guild Campaign Plots


Hangry?

Bone Crunching Tackle

Requirement

Requirement

A friendly [Mascot] causes damage to


an enemy model with the [Human] or
[Animal] type during its activation.

Reward

The friendly [Mascot] may make an


additional Attack without spending
Influence during this activation. You
also gain [5] CP.

Slick with Blood


Requirement

An enemy model suffers the taken-out


condition.

Reward

Position a [3] ongoing-effect AOE in


contact with the taken-out models
base. This AOE is fast-ground. You also
gain [10] CP.

An enemy model suffers damage from


an Attack while in possession of the
ball-marker.

Reward

The enemy model suffers the knockeddown condition. If the ball-marker


scatters from the enemy model, it
scatters double the distance rolled. You
also gain [5] CP.

In Erskirii,
The Hook Suffer You
Requirement

A friendly [Meathook] declares a Charge


against an enemy model.

Reward

The friendly [Meathook]s Melee Zone is


[2] for the remainder of the turn.

Leaving the Boot In...

Ye Olde Pain Train

Requirement

Requirement

Reward

Reward

During its activation, a friendly model


successfully Tackles an enemy model.
The friendly model may make an
additional Attack without spending
Influence during this activation. You
also gain [5] CP and [1] Favour.

Bloodbath
Requirement

A friendly model inflicts the


taken-out condition on an
enemy model.

Reward

The friendly model gains


Berserk until the end of the
turn.
Berserk - During its activation,
if this model damages an enemy
model with an Attack, this
model may make an additional
Attack without spending
Influence. This ability cannot
generate a further additional
Attack from itself.

Rare Campaign Plot

A friendly [Boar] starts his activation


engaged by at least one enemy model.
The friendly [Boar] gains an additional
activation this turn.

Tough Meat
Requirement

The friendly team inflicts the taken-out


condition on an enemy [Captain] and an
enemy [Mascot] in the same game.

Reward

You gain [15] CP.

The Big League - 63

Engineer's Guild Campaign Plots


Transmission
Requirement

A friendly model makes a


successful Pass to another
friendly Guild model.

Reward

The receiving model gains [1]


Influence and an additional
activation this turn.

Rare Campaign Plot

Spring-Loaded

Synchronicity

Requirement

Requirement

A friendly [Mechanica] model makes an


Attack.

Reward

The friendly model gains [+2] TAC for


the duration of this Attack. You also
gain [10] CP.

Creation/Destruction
Requirement

A friendly [Mechanica] model that


has suffered the taken-out condition
returns to the Pitch.

Reward

You gain [10] CP.

A friendly [Mechanica] model makes a


Snap Shot! from a successful Pass from
a friendly [Mechanica] model.

Reward

You gain [15] CP.

Bolt Action
Requirement

A friendly model damages an enemy


model using a Character Play.

Reward

The friendly model may use that


Character Play again during this
activation without spending Influence,
regardless of restrictions.

All About the Base


Requirement

A friendly [Colossus]
successful Pass.

receives

Reward

The friendly [Colossus] gains Sturdy for


the remainder of the turn. You also gain
[5] CP.
Sturdy Once per turn this model may
ignore the first knocked-down condition
placed upon it.

Tickets to the Gun Show


Requirement

A friendly [Ratchet] uses Blast Earth


twice in the same turn.

Reward

You gain [5] CP and [1] Favour.

Mokojin
Requirement

A friendly [Hoist] successfully hits an


enemy model using True Replication.

Reward

The friendly team gains an amount of


MP equal to the COST of the chosen
Character Play.
64 - Guild Ball

Fisherman's Guild Campaign Plots


Sea Breeze

Showboating

Requirement

Requirement

A friendly model makes [2] Dodge


movements in a single activation.

Reward

The friendly model may immediately


make a [2] Dodge. You gain [5] CP.

A friendly model scores a goal while in


base contact with the goal-post.

Reward

You gain [10] CP. The friendly team


gains [1] additional MP.

Catch of the Day

Popular

Requirement

Requirement

A friendly model makes a successful


Pass to another friendly model.

Reward

The receiving model may immediately


spend [1] MP to make a Pass without
spending Influence.

Baiting Up
Requirement

A friendly model in possession of the


ball-marker ends its activation engaged
by an enemy model.

Reward

You gain [10] CP and [1] Favour.

Chumming the Water


Requirement

A friendly model that has less than [8]


current HP scores a goal.

Reward

You gain [15] CP.

Captain on Deck!
Requirement

The friendly team has [3] or


more MP.

Reward

The friendly team may reroll missed Kicks for the


remainder of the turn.

Rare Campaign Plot

A friendly [Salt] scores a goal.

Reward

The friendly [Salt] may immediately


make an [8] Dodge and gains [+1] DEF
for the remainder of the turn.

Slippery Fish
Requirement

A friendly [Angel] is allocated at


least [1] Influence during the
Maintenance Phase.

Reward

The friendly [Angel] gains


Escaping Fate until the
end of the turn.
Escaping Fate - Once
per turn when this
model is reduced
to [0] HP, before
suffering the takenout condition, this
model may recover
[1] HP, remove
all
conditions,
and make a [4]
Dodge.

The Big League - 65

Hunter's Guild Campaign Plots


Signal Flare
Requirement

A friendly [Captain] model


uses a Character Play that
targets another friendly model.

Reward

Friendly
Guild
models
may generate [1] MP from
successful Character Plays
that target enemy models for
the remainder of the turn.

Rare Campaign Plot

Favour of the Sun Father

Rascally Rabbit

Requirement

Requirement

Reward

Reward

Hit the Mark

Traps, Traps Everywhere!

Requirement

Requirement

There are [4] enemy models suffering


the snared condition at the same time.
You gain [10] CP and [1] Favour.

A friendly model hits an enemy model


using a Character Play.

Reward

You gain [15] CP.

Swift as Shadows
Requirement

A friendly model makes a successful


Pass to another friendly model.

Reward

The receiving model may use Passn


Move without spending MP. You
also gain [5] CP.

Bear Foot Training


Requirement

During its activation, a friendly


model successfully Tackles an
enemy model.

Reward

During that activation, the


friendly model may make a Pass
without spending Influence.
You also gain [10] CP.

66 - Guild Ball

A friendly model inflicts the taken-out


condition on an enemy [Mascot].
You gain [10] CP.

Activate a friendly [Chaska].

Reward

During the friendly [Chaska]s activation


this turn, the Controlling Player may
place [2] trap-markers instead of [1].
You also gain [10] CP.

And His Name Is...


Requirement

A friendly [Seenah] inflicts the takenout condition on an enemy model.

Reward

The friendly [Seenah] gains [+2/+0] INF


during the next Maintenance Phase.

Mason's Guild Campaign Plots


Bonded

Rock of Ages

Requirement

Requirement

A friendly model ends its activation with


at least [1] Influence.

Reward

The friendly model immediately loses


[1] Influence. You may immediately
allocate [1] Influence to a friendly model
within [4] of that model. You also gain
[5] CP.

A friendly model uses Take a Breather!.

Reward

The friendly model gains


for the remainder of the
You also gain [10] CP.

Distant Friends

Requirement

Requirement

Reward

Reward

The friendly team gains [1] MP. You also


gain [5] CP.

Laying the Foundation


Requirement

A friendly model makes a successful


Pass to another friendly model.

Reward

You gain [10] CP.

Hunker Down
Requirement

A friendly model is targeted by an enemy


model using a Character Play.

Reward

You gain [1] Favour and [5] CP.

Stoic
turn.

Stoic Once per turn this model may


ignore the first Push that it suffers.

Building Play
A friendly model is targeted by another
friendly model using a Character Play.

Solid Foundations
Requirement

In the End Phase there are [2]


other friendly [Mason] models
within [2] of the friendly
[Captain].

Reward

These [3] models gain [+1]


ARM for the duration of the
next turn.

Rare Campaign Plot

A friendly [Tower] uses Protect Those


Close.
The friendly [Tower]s Protect Those
Close aura becomes [4] for the remainder
of the turn.

Sister Act
Requirement

A friendly [Harmony] ends


her activation engaging an
enemy model.

Reward

Friendly [Mason] models


gain Assist [Harmony] for the
remainder of the turn.
Assist - When making an
Attack against an enemy
model engaged by the friendly
named model, this model
gains [+1] TAC and [+1] DMG
to Playbook damage results.

The Big League - 67

Mortician's Guild Campaign Plots


Delaying the Inevitable
Requirement

Play this card during the


Maintenance Phase before
any Influence is allocated.

Reward

The
friendly
team
automatically wins the next
initiative-roll.

Rare Campaign Plot

Shroud

Deathly Pallor

Requirement

Requirement

Reward

Reward

An enemy model declares a Parting


Blow against a friendly model.
The friendly model gains [+2] ARM for
the duration of the Parting Blow. You
also gain [10] CP.

Angry Dead
Requirement

A friendly model suffers the taken-out


condition.

Reward

The friendly model may immediately


make an Attack without spending
Influence before being removed from
the Pitch. You also gain [10] CP.

A friendly model hits an enemy model


using a Character Play.
You gain [15] CP.

Bella Tricks
Requirement

A friendly [Dirge] ends its activation


within [8] of a friendly [Cosset].

Reward

Place the friendly [Cosset] in base


contact with the friendly [Dirge].

Room for Two


Requirement

A friendly [Casket] uses Casket Time.

Paying Respects
Requirement

A friendly model suffers the taken-out


condition from an enemy Attack.

Reward

After the Attack is resolved, the enemy


team loses [2] MP. You gain [5] CP.

Unsettled Debts
Requirement

A friendly model suffers the taken-out


condition.

Reward

The friendly team gains all MP generated


from Take Downs for the remainder of
the turn. You also gain [1] Favour.

68 - Guild Ball

Reward

This model may use its Legendary Play


[1] additional time during this game.
You also gain [5] CP.

The Union Campaign Plots


Show me the Money!

Going Rogue

Requirement

Requirement

A friendly model makes a Sprint and


scores a goal in the same activation.

Reward

You gain [10] CP and [1] Favour.

At the end of the Maintenance Phase


choose a friendly model that is more
than [8] from the friendly [Captain].

Reward

That model is allocated [1] Influence.

One for the Money


Requirement

The friendly team gains [1] or more MP.

Reward

Spend [1] MP to immediately allocate [1]


Influence to a friendly model. You also
gain [5] CP and [1] Favour.

In the Small Print


Requirement

A friendly model returns to play with [2]


Icy Sponge tokens.

Reward

You gain [15] CP.

Payday
Requirement

The friendly team scores [6] or more VPs


in a single turn.

Reward

You gain [15] CP.

Decimated
Requirement

A friendly [Decimate] starts her


activation within the opponents half of
the Pitch.

Reward

The friendly [Decimate] gains Crucial


Artery for the remainder of the turn.

Bribery and Corruption


Requirement

At the end of the Maintenance


Phase choose an enemy model
that is within [8] of the
friendly [Captain].

Reward

The chosen enemy model


may not activate until after
the friendly [Captain] has
activated this turn, unless
there are no other models that
can be activated. You also
gain [1] Favour.

Rare Campaign Plot

Crucial Artery - When damaged by this


model enemy models suffer the bleed
condition.

Route One
Requirement

A friendly [Greede] is attached to


a friendly [Avarisse]. The friendly
[Avarisse] makes a Pass that targets a
target-spot.

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.

The Big League - 69

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

126 - Guild Ball

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

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