Guild Ball
BGG rank
BGG #4,208
BGG rating
7.9

Guild Ball

2015

Rules assistance for Guild Ball

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 60 min
  • Complexity 3.8/5

For 2 players

Rules assistant for Guild Ball

What would you like to know?

Answers come from the official rulebook, with the page to check.

Guild Ball is a board game released in 2015 for 2 players and 60 minutes per game. It was designed by Richard Loxam and Mat Hart and its main mechanics are Dice Rolling and Action Points.

Expansions

Similar games

About the game

Guild Ball is a tactical miniatures game of skirmish soccer. Two coaches lead six players from their respective guilds in a race to 12 points--gaining 4 points for scoring a goal, 2 points for taking out a regular player, and 1 point for taking out a mascot (yes, one of the six players on each team is a mascot). During each turn, coaches alternate activating one player at a time. With a small number of models per side, Guild Ball delivers great depth of strategy, balancing ball control, attack, and defense. The strategy in Guild Ball continues with the playbook system. Attacks are resolved by rolling dice against the target's defenses, but dice alone do not dictate the results of attacks. Coaches choose the results of attacks from their players' playbooks: the more successful hits an attack roll generates, the more options from the playbook the coach is able to choose from. Possible results include damage, tackles, knock-downs, pushes, dodges, and powerful character plays that can change the course of the game. Guild Ball is also a game of resource management: coaches must manage influence and momentum. Teams start each turn with a pool of influence. In order for a player to attack, kick the ball, or perform a character play, the player needs influence. Coaches allocate influence to players at the start of the turn, so careful planning is required. Momentum is generated by special playbook results and successful passes. Momentum allows a coach to perform special actions, such as taking shots on goal, healing damage, or making out-of-activation dodges. Momentum remaining at the end of a turn also affects the initiative roll for the next turn. Featuring 11 unique guilds, each with at least 12 players--and more guilds to be released--Guild Ball allows coaches to choose their own play style.

Publishers

  • Steamforged Games Ltd.

Questions and answers

Guild Ball 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.