
- BGG rank
- BGG #2,715
- BGG rating
- 7.8
Time of Legends: Joan of Arc
- 2–4 players
- 45–90 min
- Complexity 3.5/5
- 2019

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

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Answers come from the official rulebook, with the page to check.
Guild Ball: The Fisherman's Guild – Pirate's Return is an expansion for Guild Ball released in 2017 for 2 players, 60–120 minutes per game, and ages 12 and up. Its main mechanics are Variable Player Powers, Dice Rolling, and Action Points.
“I’ve heard all the rumours lad. Corsair’s a drunk – he’s not match fit! Appearances can be deceiving young blood – under his leadership we’re rebuilding, being shaped into his team again - ready for anything.” — Greyscales, Fisherman’s Guild Once the ambitious and charismatic skipper of his crew, Corsair was brought low by a brutal attack orchestrated by the Butcher’s Guild that sent him crashing out of the team. However cutthroat pirates like Corsair don’t fold sails easily – the exile has returned, desperate to reclaim his mantle. This Fisherman’s Guild side are slyer than other Fisherman teams in how they play their game; able to move enemy players around and cut away crucial opposition players. Their flexibility leaves them a dangerous footballing side, and coaches will love the tricks they can use to control the board. The return of the cutthroat exile, this set includes: a ball, 6 player cards, bases, and 6 players: Corsair, Tentacles, Sakana, Veteran Siren, Hag, Jac.
Guild Ball: The Fisherman's Guild – Pirate's Return 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 Fisherman's Guild – Pirate's Return is 60–120 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 Fisherman's Guild – Pirate's Return 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 Fisherman's Guild – Pirate's Return belongs to these categories: Wargame, Miniatures, and Medieval. 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 catalogue lists Guild Ball: The Fisherman's Guild – Pirate's Return 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.