
- BGG rank
- BGG #2,056
- BGG rating
- 8.1
Aristeia!
- 2 players
- 60–90 min
- Complexity 3.0/5
- 2017

Rules assistance for Guild Ball: The Navigator's Guild – Tales of the New World
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 Navigator's Guild – Tales of the New World is an expansion for Guild Ball released in 2018 for 2 players, 60 minutes per game, and ages 12 and up. Its main mechanics are Variable Player Powers, Dice Rolling, and Action Points.
“Aye, exotic and worldly they may be, but can they play Guild Ball as well as they can charm a crowd? Of that we’ll have to wait and see, like. But here’s a word of free advice, and the one thing you should never underestimate about them: they’re damn fast, even more slippery than the Fishermen, if you can believe that!” - Lucky, Free Agent Possessed by the same restless and inquisitive spirit as her crew, Windfinder is an enigmatic figure to most, her wild nature apparently at odds with the considered science of her trade. Yet, on the field, she is a helmsmistress without compare, coupling precise calculations and strategy with an exuberant unpredictability that leaves the opposition trailing in her wake. Inspired by their captain’s leadership, the men and women of the Navigator’s Guild revel in unorthodox play, creating opportunities to score with sudden bursts of speed and agility. Even in adversity the Navigators are a challenge, turning terrain to their advantage or utilizing powerful abilities after suffering attrition from the enemy team. Contents: 6 Pre-assembled Miniatures ‣ Windfinder ‣ Wander ‣ Horizon ‣ Fathom ‣ Azimuth ‣ Ebb 6 Stat Cards 1 Ball Token 1 3D Terrain Piece 1 Goalpost Tokens & Health Dials for All Players
Guild Ball: The Navigator's Guild – Tales of the New World 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 Navigator's Guild – Tales of the New World 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 Navigator's Guild – Tales of the New World 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 Navigator's Guild – Tales of the New World 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 catalogue lists Guild Ball: The Navigator's Guild – Tales of the New World 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.