
- BGG rank
- BGG #6,611
- BGG rating
- 7.5
Guild Ball: Kick Off!
- 2 players
- 60 min
- Complexity 3.3/5
- 2016

Rules assistance for Guild Ball: The Falconer's Guild – Daughter of Falcons
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Guild Ball: The Falconer's Guild – Daughter of Falcons is an expansion for Guild Ball released in 2018 for 2 players, 60 minutes per game, and ages 12 and up. It was designed by Richard Loxam and Mat Hart and its main mechanics are Variable Player Powers, Dice Rolling, and Action Points.
The Falconers are a damn mystery to everyone, between the rumours surrounding their origins and their enigmatic ties to the Hunters. One things for sure, though - the Falconer’s Guild represent an unwelcome wildcard for the Guilds; their sudden appearance an omen the feral Hunters are on the rise once more... - Lucky, Free Agent The Falconer’s Guild focusses on dealing heavy amounts of damage both at range and in melee, a different spin on the ‘hit and run’ playstyle of the Hunters. Many of the Falconer players focus on placing deadly Harrier effects on the pitch, enemies within a Harrier effect become distracted and injured by swarms of birds of prey, causing them to suffer even more damage. The Falconer’s Guild are an ideal team for any Coach that enjoys a methodical and slightly tricksy playstyle, backed up by a capacity to deal raw damage to the opposition.
Guild Ball: The Falconer's Guild – Daughter of Falcons supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Guild Ball: The Falconer's Guild – Daughter of Falcons is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Guild Ball: The Falconer's Guild – Daughter of Falcons for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Guild Ball: The Falconer's Guild – Daughter of Falcons belongs to these categories: Miniatures, Medieval, and Expansion for Base-game. Its main mechanics are Variable Player Powers, Dice Rolling, and Action Points. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Guild Ball: The Falconer's Guild – Daughter of Falcons are: Richard Loxam and Mat Hart. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Guild Ball: The Falconer's Guild – Daughter of Falcons as an expansion for Guild Ball. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Guild Ball to use it. Check that your edition of Guild Ball is compatible, as some expansions were revised between editions.