Escolar Documentos
Profissional Documentos
Cultura Documentos
Core Rulebook
By Mat Hart and Rich Loxam
Season 3 - 1
Guild Ball was designed and created by Lead Writer And special thanks
Mat Hart & Richard Loxam Sherwin Matthews Andrea, Tom,
Katherine and Jake
Published by Illustrations
Steamforged Games Ltd. Doug Telford & Claire, Steve,
Marc Molnar Lorraine and Blue
Design Team
David Carl, Alex Hall, Mat Hart, Bryce Johnston, Sculpting John Snape
Richard Loxam, Jamie Perkins Russ Charles,
Clockwork Goblin David Harbord
Lawyers Guild
Trent Denison, Steve Newton, Tim Wyatt Studio Painter ...& all of the amazing
Sebastien Lavigne, Pundits and the rest
Steamforged Team Dark Iron Studio of the Guild Ball
Charles Agel Daisy May community around
Philip Andrews Blake Noden Graphic Design the world.
Gerry Brawley Paul North & Layout
Corey Davies Byron Orde Tom Hutchings,
Matt Elliott Greg Plail Thorn Graphic Design
Jay Finnegan Kris Raynes
Kelsey Fox Rob Taylor Vassal Development
Jamie Giblin Jak Thraves Alex Cairns
James Hasker Adam Tudor
Rich Jennings Marc Williams
Ronan Kelly
Playtesting
Benedikt Bliestle Kevin Hendricks Phil Manwaring Mike Richardson
Alex Botts Gerry Hodgson Fraser McFetridge Dan Sammons
Bill Boysen Alexander Horn Anna Morley Werner Schosser
Owen Carmichael Kevin Horseman Robert Morris Patrick Van Valzah
Henry Clark Kray Kellogg Jordan Murphy Shawn Wilde
Dan Cunningham Louise Kelly Mark Muslek
Stephen Easton Daniel Knauss Jordan Nach
Zachary Gray Jen LeGrand Geoff Porritt
Copyright 2017 Steamforged Games Ltd. All rights reserved. First edition printed 2016 in the United Kingdom.
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. . . . . . . . . . . . . . . . . . . 4 Kicking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Passing the Ball. . . . . . . . . . . . . . . . . . . . . . . . . . 27
Models. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Shooting at Goal. . . . . . . . . . . . . . . . . . . . . . . . . 27
Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Kicking Sequence. . . . . . . . . . . . . . . . . . . . . . . . 28
Character Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Goal Kicks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Ball Scatter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Base Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Melee Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Making an Attack. . . . . . . . . . . . . . . . . . . . . . . . . . 32
Model Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Engaging. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Attack Sequence. . . . . . . . . . . . . . . . . . . . . . . . . 32
Preparing for a Game. . . . . . . . . . . . . . . . . . . . . . . 7 Common Attack Bonuses and Penalties . . . 33
How to Win. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Playbook. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Pre-Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Selecting Results. . . . . . . . . . . . . . . . . . . . . . . . . 34
Picking a Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Wrapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Setting Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Common Results and Effects. . . . . . . . . . . . . 35
Kick-Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Parting Blow. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Pre-Game Sequence . . . . . . . . . . . . . . . . . . . . . 11
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Playing the Game. . . . . . . . . . . . . . . . . . . . . . . . . . 12 Character Plays . . . . . . . . . . . . . . . . . . . . . . . . . 37
Game Terminology. . . . . . . . . . . . . . . . . . . . . . 12 Character Plays Using Influence . . . . . . . . . . 38
Definitions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Character Plays From Attacks. . . . . . . . . . . . . 38
Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Sequence of a Character Play . . . . . . . . . . . . . 39
Distance Measuring . . . . . . . . . . . . . . . . . . . . . 15 Common Character Play Bonuses and
Line Of Sight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Penalties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Tokens And Markers . . . . . . . . . . . . . . . . . . . . 16 Area of Effect Character Plays. . . . . . . . . . . . 40
Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Sequence of an AOE Character Play. . . . . . . 40
Influence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Ongoing-Effects. . . . . . . . . . . . . . . . . . . . . . . . . 41
Normal Turn Sequence. . . . . . . . . . . . . . . . . . 20 Heroic and Legendary Plays. . . . . . . . . . . . . . 41
Icy Sponge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Momentum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Gaining Momentum . . . . . . . . . . . . . . . . . . . . 42
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Using Momentum. . . . . . . . . . . . . . . . . . . . . . . 43
Repositioning . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Terrain and Ground. . . . . . . . . . . . . . . . . . . . . . 46
Target Number Tests. . . . . . . . . . . . . . . . . . . . 25 Types of Ground . . . . . . . . . . . . . . . . . . . . . . . . 47
TN Modifiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Types of Terrain. . . . . . . . . . . . . . . . . . . . . . . . . 48
The Ball-Marker. . . . . . . . . . . . . . . . . . . . . . . . . . 26 Guild Plots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Possession of the Ball. . . . . . . . . . . . . . . . . . . . 26
Snap To. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Comprehensive Timing Sequences. . . . . . 51
Index. . . . . . . . . . . . . . . . . . . . . . . . 54
Season 3 - 3
Core Rules
This Core Rules booklet is the primary sources of rules information
for Guild Ball. If something in this booklet contradicts the Guild
Ball Kick Off! booklet, the Core Rules booklet is correct.
Models
All models in Guild Ball have a profile card. An example
Spigot of a models profile card is shown here, along with an
Melee Zone 1
explanation of the skills and attributes that appear on it.
MOV TAC KICK DEF ARM INF
5/8 5 3/6 3+ 1 2/4
1
T 2 KD 3
Attributes
Character Play CST RNG ZON SUS OPT Movement [MOV]
Tooled Up 1 4 -
Target friendly Guild model gains [+1] DMG to Character
Plays that cause damage and Playbook damage results. Shown as two distances e.g. [6/8] MOV
Balls Gone! P -
Target enemy model loses possession of the ball-
marker and the ball-marker is placed in possession
of this model. This model may immediately make a
The first distance is the base-move; the second
Pass without spending Influence.
distance is the max-move.
16
Floored
to the dice-pool when performing an Attack action.
When this model targets an enemy model that is
suffering from the knocked-down condition with an
Attack, this model gains [+2] TAC for the duration of
the Attack.
4 - Guild Ball
Defensive Ability [DEF]
Shown as a single number e.g. [4+] DEF
Influence [INF]
Shown as two numbers e.g. [2/4] INF Meathook
Character Traits
Models have a number of special abilities they may use during the
game; collectively these are called Character Traits.
Active Characters Traits are effects that a Player may choose to use
during the models activation or when the defined requirements are
satisfied. Active Character Traits are actions (and may not interrupt
another action).
Ballista
Season 3 - 5
Health Points [HP]
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 current health reaches [0] HP, the model suffers the taken-
out condition.
The health bar also shows a Recovery Level; this level will be marked
by a , shown in one of the health bars cells.
Graves Plays
Models have a number of special skills they may use during the game,
collectively called Plays. There are three types of Plays 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, playing position and, if applicable, team position.
Gutter
6 - Guild Ball
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 each time their team scores a goal.
Angel
Bodycount! A Player gains [2] VP each time an enemy non-Mascot
model suffers the taken-out condition. A Player gains [1] VP each
time an enemy Mascot model suffers the taken-out condition.
Season 3 - 7
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.
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 teams Guild. A team may
only have one model with the [Captain] type. A team may also only
have one model with the [Mascot] type. The Mascot and 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:
8 - Guild Ball
Setting Up
6"
In a typical game of Guild Ball, 10"
Players play across a 3x3 playing Goal
Goal Line
For the first few games we would recommend that you dont use any
terrain, ground, or Guild Plots in order to get used to the basic rules.
Once youve mastered the basic rules, these elements add new twists
to keep you on your toes in each and every match!
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.
Chisel
Season 3 - 9
Kick-Off
After both Players have deployed their teams, the kicker may make a
Jog followed by a Pass. These are the only two actions the kicker may
perform during the kick-off.
The kick-off Pass does not cost Influence and cannot target a friendly
model; it can only target a target-spot on the Pitch.
After the kick-off has been resolved, the receiving Player automatically
has the initiative for the first turn.
Brisket
10 - Guild Ball
Pre-Game Sequence
The specific sequence for a new game is:
Season 3 - 11
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.
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.
12 - Guild Ball
When a model or marker is placed, it has not made an Advance or
Reposition, and it 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.
Siren
Season 3 - 13
Target model/marker is the model or marker targeted by an action.
A model must have LOS in order to target another model or marker
with an action unless otherwise stated.
A pulse is an effect that only affects models within its range at the
time it is triggered. 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.
The Half-way line describes the line across the middle of the Pitch
which runs parallel to each Players table edge.
The Goal-line describes the line 6 from, and parallel to, each Players
respective table edge.
Boar
14 - Guild Ball
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.
Bonuses and penalties from the same named sources are not
cumulative. Effects and abilities of the same name are not cumulative.
Hemlocke
Players are to assume that rules as written in the main rulebook are
the default. Rules written on a models card supersede rules written
in the main rulebook. Rules conflicts and timings are resolved
according to the Comprehensive Timing Sequences on page 51.
Any effects and abilities that trigger at the same timing step may be
resolved in any order the Controlling Player chooses.
Distance Measuring
All distances are expressed in inches, e.g. 6.
Mash
Season 3 - 15
Line Of Sight
Models have 360-degree Line of Sight (LOS).
Markers
Some Plays and Character Traits require a marker to represent them
on the Pitch. Additionally, the ball is represented by a ball-marker.
16 - Guild Ball
Conditions
During a game of Guild Ball, models may suffer conditions.
Conditions remain on a model until removed.
Bleed [3]
Remove the bleed condition at the end of the Maintenance Phase.
Season 3 - 17
Conditions (continued)
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.
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.
18 - Guild Ball
Influence
Every model on the Pitch provides a measure of influence over the
game. This is represented by the models INF attribute.
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 taken-out
condition do not generate Influence.
Each team may add [1] Influence to the Influence-pool
for each goal they have scored during this game.
Using Influence
Most actions require the expenditure of Influence. During its activation,
a model may perform these actions as long as it has sufficient Influence.
Season 3 - 19
Normal Turn Sequence
1. Initiative Phase
Each Player rolls a single die [1D6] to make an initiative-roll.
The Player with the highest net initiative-roll decides which team has
the initiative. Re-roll tied results with all prior bonuses still applying
to the re-roll.
MP is then reset to zero for each Player. After this, the Player who
does not have initiative gains [1] MP.
Princess
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.
Colossus
20 - Guild Ball
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. Spigot
Melee Zone 1
Each model must take an activation once per turn. MOV TAC KICK DEF ARM INF
5/8 5 3/6 3+ 1 2/4
A model may choose to end its activation at any time. A model is not
required to use all of its Influence. 1
T 2 KD 3
4. End Phase
Once all models on both teams have completed C allharacter
possible Play CST RNG ZON SUS OPT
Tooled Up 1 4 -
activations, the current turn ends. Players then removeTarget
all friendly
currentGuild model gains [+1] DMG to Character
ongoing-effects and sustain effects, but not conditions. Plays that cause damage and Playbook damage results.
Balls Gone! P -
Discard all Influence on each model. Do not reset MP at this
Targetpoint.
enemy model loses possession of the ball-
marker and the ball-marker is placed in possession
Shark
of this model. This model may immediately make a
Pass without spending Influence.
Icy Sponge
16
Models have a Recovery Level marked on their
Health Bar.
Each model returns to play with its current HP, then recovers HP up
to its Recovery Level.
Season 3 - 21
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
2" When a model moves, it does so in a straight line.
It may stop to change the direction of movement at
4" any point with no penalty.
Brisket has a base-move of [6]. She Jogs When a model or marker is moving, distance is
forward 4 before changing direction and measured from the nearest point on the edge of the
using her remaining [2] of movement.
model or markers base in the direction it is moving.
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.
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.
Calculus
22 - Guild Ball
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 Charge but does not cost
Influence. 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.
Rage
Charging
To perform a Charge, the active model selects a target enemy model
that is in its LOS and pays any applicable costs (usually [2] Influence).
If the active model, while 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.
Casket
Season 3 - 23
Repositioning
Repositioning refers to any movement that is not an Advance. A
Reposition may be caused by either a friendly or enemy model.
24 - Guild Ball
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.
Some actions will have modifiers that affect the number of successful
hits after the dice-pool has been rolled.
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.
Instead, for each point a modifier would take the target number
to below [2+] TN, the dice-pool gains an additional [1] die.
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].
Jac
Season 3 - 25
The Ball-Marker
The ball is represented by a ball-marker which is a 30mm base.
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 snap the ball during the same activation.
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
Blackheart snap to that model. If each team has one or more models within [1]
26 - Guild Ball
of the ball-marker 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. When two or more models have the
highest result, re-roll for those models until one model gains possession.
The ball-marker cannot snap to until after a scatter is resolved.
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.
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.
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.
In order to make a Shot, a model must spend [1] MP in addition to the
Influence cost for making a Kick.
Tap In
If the target goal-post is within [4] of the model making a Shot, the
Shot gains [-1] TN.
Salvo
Season 3 - 27
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.
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 ball-path between the kicking model
and the target of the Kick, 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 kick-scatter 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.
Katalyst
28 - 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 may never be intercepted. During a Goal Kick, the ball-
path may be drawn through terrain. If the ball-marker would end on
top of a barrier or obstruction, use the rule of least disturbance to place
the ball-marker along the ball-path in contact with the terrain piece.
Flask
Season 3 - 29
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.
Standard-Scatter
A standard-scatter occurs whenever the ball-
marker bounces freely, such as when a model in
5"
h
possession of the ball-marker suffers the knocked-
Ball Pat
down condition.
Hold the kick-scatter template over the target friendly model, target-
spot, or target enemy goal-post with the centre line pointing in the
direction the ball-marker was originally travelling. The resolve a
scatter roll.
Scatter Rolls
Roll [1D6] to determine the direction in which the ball-marker
scatters. Roll another [1D6] to determine the distance 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.
30 - Guild Ball
Once you have determined the final landing-spot,
the ball-path is centred on the line between the
kicking model and the final landing spot. If the
3"
ball-marker scattered from a target model or goal-
post, measure the scatter-distance from the edge
of the model or goal-posts base.
Ball
Throw-Ins Path
Season 3 - 31
Making an Attack
During its activation, a model may make an Attack against an enemy
model at a cost of [1] Influence.
Engaging
When a model has an enemy model within its
melee zone and LOS, it is engaging that model.
Shank is not engaged by Salts [1] melee zone A model can engage or be engaged by any number
but is engaged by Krakens [2] melee zone.
of enemy models.
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 (usually [1] Influence).
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 51.
32 - Guild Ball
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
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.
Ghast
Season 3 - 33
Honour
Melee Zone 1
Playbook
MOV TAC KICK DEF ARM INF
6/8 6 4/6 3+ 2 3/6
A model that makes a successful Attack applies the net-
hits to their unique Playbook to determine the result
1
1 KD or results. Honours Playbook is shown to the left.
T 2 3 4
A Playbook is always read from left to right. The
potential results are arranged in columns.
Wrapping
Occasionally an Attack is wildly successful and can wrap around the
Playbook to generate multiple results.
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 run out of net-hits.
Cosset
34 - Guild Ball
The Controlling Player must resolve all results generated but may do
so in any order.
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.
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.
Season 3 - 35
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.
After a Parting Blow is resolved the active model may continue its
Advance if able to do so.
Dirge
36 - 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, and most models
have multiple Character Plays to choose from.
Season 3 - 37
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.
Angel is a valid target and so immediately A Character Play triggered from the Playbook is
suffers the effect of the Character Play as automatically successful with no TN test required.
Brisket launches a wicked looking knife
through the air at her.
38 - Guild Ball
Sequence of a Character Play
1. The active model declares a Character Play against a target model
within 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.
Season 3 - 39
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.
Fi
re 8"
Bl
as
t
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.
Mercury smiles as he uses a Fire Blast;
he spends [2] Influence, the cost of the An AOE Character Play triggered from the Playbook
Character Play. is automatically successful with no TN test required.
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 Sequence of an AOE Character Play
Character Play.
If he was triggering this Character Play 1. The active model declares an AOE Character
from a Playbook result (following an Play and pays the applicable cost.
Attack) then all three of the Butchers would
be automatically hit and suffer the effects of 2. Position a circular template (with a diameter equal
the Character Play!
to the size of the AOE) with the centre of the
However, Mercury has paid Influence to use
this Character Play and so must test to see template within the range of the Character Play.
who is affected and who isnt.
3. If the Character Play includes effects for models
For each model within the template, Mercury
gathers a dice-pool based on the Influence hit by the play, perform the following steps for
cost of the Character Play, in this instance [2]. each model within the AOE template in an order
He may choose to spend MP on Bonus Time!
to add a further die to the pool, but must do chosen by the active models Controlling Player:
so individually for each model.
a) Generate a dice-pool using the cost of
After resolving the Character Play against
all three Butchers, Mercury leaves the [3] the Character Play; apply any applicable
template in place, as Fire Blast has an bonuses or penalties.
ongoing-effect until the end of the turn
b) A Character Play is resolved as a [models
current DEF] TN test. The active model may
choose to automatically succeed against
friendly models.
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 and is unaffected.
4. If the AOE Character Play has an ongoing-effect, mark the AOE
zone with a template.
40 - Guild Ball
Ongoing-Effects
Some AOEs leave a residual ongoing-effect on the
Pitch (like a patch of rough-ground for example). KD
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 cannot be used
a second time when models are returned to play using the Icy
Sponge rule).
Fangtooth
Season 3 - 41
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.
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.
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.
Take Down
When a model inflicts the taken-out condition on an enemy model,
the friendly team gains [1] MP.
42 - Guild Ball
Playbook
When a model selects a momentous result during an Attack, the
friendly team gains [1] MP.
Using Momentum
Using Momentum gives a team far greater tactical options.
Scoring A Goal!
A model that wants to make a Shot on goal must spend [1] MP in
addition to any Influence cost (usually [1] Influence).
Counter-Attack
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.
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.
Season 3 - 43
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:
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.
44 - Guild Ball
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.
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 an other
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.
Snakeskin
Gliding
An active model may spend [1] MP to move across rough-ground
without penalty for the remainder of the current turn.
Season 3 - 45
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.
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.
46 - Guild Ball
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.
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.
Fast-Ground
Fast-ground refers to areas of the pitch such as ice patches, slick mud,
wet cobblestones, or wet wooden decking.
Season 3 - 47
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 such as a
crate, a statue, a platform, a wagon, a boulder, or a bale of hay.
48 - Guild Ball
Barrier
A barrier is an impassable terrain feature, usually due to height. This
includes things such as cliffs, buildings and boulders.
A barrier blocks LOS. A model may not move into or be placed onto
a barrier.
Forest
A forest is often represented by a number of trees on a base.
A model may draw LOS into or out of a forest, but cannot draw LOS
through a forest.
Season 3 - 49
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.
In a game of Guild Ball you may use a deck of cards, called Guild
Plots, to add an additional level of depth and excitement. Only one
shared deck is needed for a game. Guild Plots give each player a small
selection of miniature secret missions that, if completed, grant a
small in-game benefit. For example, the Man Marking Guild Plot
grants [+2] additional Influence to your team when you manage to
take out the enemy Captain.
Guild Ball Plot Cards are available to purchase at your local game
store, or can downloadable for free at: steamforged.com
!
K K SSSSSS
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50 - Guild Ball
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 this model suffers the taken-out condition during the Activation Phase,
all other models within the pulse suffer [3] DMG and the poison condition.
Sequence of Sequence of
a Jog or Sprint an Activation
1. Declare 1. Start of activation
A Player states intention to Jog The first effects and abilities
or Sprint and calculates bonuses, that are resolved when
penalties and restrictions. a model activates.
2. During Advance
Effects, abilities, bonuses and 2. During activation
penalties that trigger while A model may make actions.
Advancing.
Season 3 - 51
Sequence of Sequence of
a Charge Taking a Model Out
1. Declare 1. A model has been
A Player states intention to Charge reduced to 0 HP
and calculates bonuses, penalties Effects and abilities that trigger
and restrictions. when a model is reduced to 0 HP.
1.1. Response
2. Suffer the
Opponents opportunity to
taken-out condition
declare reactions.
Effects and abilities that trigger
when a model suffers the
taken-out condition
2. During Advance
Effects, abilities, bonuses and
penalties that trigger while
Advancing. 3. Remove model
from the Pitch
2.1. Response
Is the Charging model
engaging the target model?
4. Generate
Momentum and VPs
Gain any MP for inflicting the
taken-out condition.
3. End Advance
Gain any VP for inflicting the
Effects and abilities that trigger
taken-out condition.
when an Advance ends.
4. Make Attack
Refer to step 2) Attack process
of the Sequence of an Attack.
52 - Guild Ball
Sequence of Sequence of a
an Attack Character Play
1. Declare 1. Declare
A Player states their intention to A Player declares their intention to use
make an Attack with a model. a Character Play with a model.
1.1. Response
Opponents opportunity to
2. Attack Process
declare reactions.
2.1. Generate dice-pool
The dice-pool may not be
2. Attack Process reduced to 0.
Season 3 - 53
Index
A F
Actions 13, 22 Charge, Charging23, 33 Fast-Ground47
Activation13 Come on Mate!45 Forest49
Activation Phase21 Common Attack Friendly marker 14
Active model13 Bonuses and Penalties33 Friendly model 14
Additional-Advance23 Common Character Play
Advance 22 Bonuses and Penalties39 G
Allocating Influence 19 Completely within12
Comprehensive Gaining Momentum 42
Area of Effect
Timing Sequences 51 Game Terminology 12
CharacterPlays 40
Condition-damage17 Ganging Up33
Armour Value [ARM]5
Conditions17 Generating Influence 19
Attack 32
Controlling Player 13 GivenGo 44
Attack Sequence32
Conventions 15 Gliding 45
Attributes5
Counter-Attack43 Goal7
Aura14
Cover33, 48 Goal Kick 29
Away 12
Crowding Out 33, 39 Goal-line14
B Goal-post 14
Guild model14
Ball-marker 14, 26 D
Guild Plots50
Ball-path14 Damage (DMG)35
Ball Skills and Kicking Defensive Ability [DEF] 5 H
Ability [KICK]4 Defensive Stance 43
Barrier49 Definitions12 Half-way line14
Base Size6 Dice-pool 13 Health Points [HP]6
Bleed 17 Directly away12 Heroic Plays41
Bodycount7 Directly towards12 How to win 7
Bonus Time! 45 Distance Measuring 15
Burning Dodge 24, 35 I
Icy Sponge 21
C E Influence19
Character Play End Phase.21 Influence [INF]5
Character Plays Enemy marker14 Initiative20
from Attacks38 Enemy model14 Initiative Phase20
Character Plays Engaged 32 Interception31
using Influence38 Engaging32
Character Traits5 Enters 12
54 - Guild Ball
J T
Jog22 Playbook34, 42 Tackle 35
Player13
Tactical Ability [TAC]4
K Playing the Game13 Take a Breather!45
Kicking27 Plays 6, 37 Take Down 42
Kicking Sequence28 Poison18 Taken-Out18
Kick-off10 Positioned13 Tap In 27
Kick Scatter30 Possession of the Ball 26 Target marker14
Knocked-down17, 35 Pre-game 8 Target model14
Pre-Game Sequence 11 Target Number tests25
L Preparing for a Game 7 Target-spot14
Pulse 14
Teamwork 44
Least disturbance15 Push24, 35 Terrain and Ground 46
Legendary Plays 41 Throw-Ins 31
Line of Sight16 R TN Modifiers25
Tokens16
M Recovery Level 21
Towards 12
Repositioning 24
Maintenance Phase20 Re-roll15 U
Making an Attack32 Results 34
Markers16 Rough-Ground47 Using Influence19
Melee Zone 6 Run the Length! 44 Using Momentum43
Models4
Model Type 6 W
Momentum 42
S
Within12
Movement 22 Score a Goal 42
Wrapping 34
Movement [MOV] 4 Scoring a Goal43
Sequence of
N a Character Play53
Sequence of a Charge 53
Normal Turn Sequence20
Sequence of
O a Jog or Sprint51
Sequence of an Activation 51
Obstruction48 Sequence of an AOE Play 40
Ongoing-Effects41 Sequence of an Attack53
Open-Ground47 Sequence of Taking a
Origin13 Model Out52
Setting Up 9
P Shooting at Goal27
Parting Blow 36 Shot27
Pass 27, 42 Snap Shot! 44
Passing the Ball27 Snap To26
PassnMove 44 Snared18
Picking a Team8 Sprint22
Placed 13 Standard-Advance23
Standard Scatter30
Season 3 - 55