Beruflich Dokumente
Kultur Dokumente
Core Rulebook
By Mat Hart and Rich Loxam
Season 3 - 1
Lead Writer
Sherwin Matthews
Published by
Steamforged Games Ltd.
Illustrations
Doug Telford &
Marc Molnar
Design Team
David Carl, Alex Hall, Mat Hart, Bryce Johnston,
Richard Loxam, Jamie Perkins
Lawyers Guild
Trent Denison, Steve Newton, Tim Wyatt
Steamforged Team
Charles Agel
Philip Andrews
Gerry Brawley
Corey Davies
Matt Elliott
Jay Finnegan
Kelsey Fox
Jamie Giblin
James Hasker
Rich Jennings
Ronan Kelly
Playtesting
Benedikt Bliestle
Alex Botts
Bill Boysen
Owen Carmichael
Henry Clark
Dan Cunningham
Stephen Easton
Zachary Gray
Daisy May
Blake Noden
Paul North
Byron Orde
Greg Plail
Kris Raynes
Rob Taylor
Jak Thraves
Adam Tudor
Marc Williams
Kevin Hendricks
Gerry Hodgson
Alexander Horn
Kevin Horseman
Kray Kellogg
Louise Kelly
Daniel Knauss
Jen LeGrand
Sculpting
Russ Charles,
Clockwork Goblin
John Snape
Studio Painter
Sebastien Lavigne,
Dark Iron Studio
Graphic Design
& Layout
Tom Hutchings,
Thorn Graphic Design
David Harbord
Vassal Development
Alex Cairns
Phil Manwaring
Fraser McFetridge
Anna Morley
Robert Morris
Jordan Murphy
Mark Muslek
Jordan Nach
Geoff Porritt
Mike Richardson
Dan Sammons
Werner Schosser
Patrick Van Valzah
Shawn Wilde
Copyright 2016 Steamforged Games Ltd. All rights reserved. First hardback 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 Rlues. . . . . . . . . . . . . . . . . . . 4
Models. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Character Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Base Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Melee Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Model Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Kicking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Passing the Ball. . . . . . . . . . . . . . . . . . . . . . . . . . 27
Shooting at Goal. . . . . . . . . . . . . . . . . . . . . . . . . 27
Kicking Sequence. . . . . . . . . . . . . . . . . . . . . . . . 28
Goal Kicks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Ball Scatter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Making an Attack. . . . . . . . . . . . . . . . . . . . . . . . . . 32
Engaging. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Attack Sequence. . . . . . . . . . . . . . . . . . . . . . . . . 32
Common Attack Bonuses and Penalties . . . 33
Playbook. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Selecting Results. . . . . . . . . . . . . . . . . . . . . . . . . 34
Wrapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Common Results and Effects. . . . . . . . . . . . . 35
Parting Blow. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Plays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Character Plays . . . . . . . . . . . . . . . . . . . . . . . . . 37
Character Plays Using Influence . . . . . . . . . . 38
Character Plays From Attacks. . . . . . . . . . . . . 38
Sequence of a Character Play . . . . . . . . . . . . . 39
Common Character Play Bonuses and
Penalties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Area of Effect Character Plays. . . . . . . . . . . . 40
Sequence of an AOE Character Play. . . . . . . 40
Ongoing-Effects. . . . . . . . . . . . . . . . . . . . . . . . . 41
Heroic and Legendary Plays. . . . . . . . . . . . . . 41
Icy Sponge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Momentum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Gaining Momentum . . . . . . . . . . . . . . . . . . . . 42
Using Momentum. . . . . . . . . . . . . . . . . . . . . . . 43
Game Terminology. . . . . . . . . . . . . . . . . . . . . . 12
Definitions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Distance Measuring . . . . . . . . . . . . . . . . . . . . . 15
Line Of Sight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Tokens And Markers . . . . . . . . . . . . . . . . . . . . 16
Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Influence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Repositioning . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Target Number Tests. . . . . . . . . . . . . . . . . . . . 25
TN Modifiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Ball-Marker. . . . . . . . . . . . . . . . . . . . . . . . . . 26
Possession of the Ball. . . . . . . . . . . . . . . . . . . . 26
Snap To. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Guild Plots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Comprehensive Timing Sequences. . . . . . 51
Index. . . . . . . . . . . . . . . . . . . . . . . . 54
Season 3 - 3
Core Rlues
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
of a models profile card is shown here, along with an
explanation of the skills and attributes that appear on it.
Spigot
Melee Zone 1
Attributes
1
T
2 KD 3
Character Play
Movement [MOV]
Tooled Up
1 4 Target friendly Guild model gains [+1] DMG to Character
Plays that cause damage and Playbook damage results.
P
Balls Gone!
Target enemy model loses possession of the ballmarker and the ball-marker is placed in possession
of this model. This model may immediately make a
Pass without spending Influence.
16
Spigot
Character Traits
Heroic Play
4 - Guild Ball
Size 30mm
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.
Passive Character Traits simply have an effect at all times, or when
the defined requirements are satisfied.
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
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.
Some Plays and Character Traits specifically affect certain
model types.
Gutter
6 - Guild Ball
Duration
Pitch Size
Team Size
VP Total
Introductory Game
(refer to the GB Quick
Start rules)
30 mins
2x2
[1] Captain
[2] Team Member
[6] VP
Quick Game
60 mins
3x3
[1] Captain
[4] Team Member
[1] Mascot
Typical Game
90-120
mins
3x3
[1] Captain
[4] Team Member
[1] Mascot
[8] VP
[12] VP
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:
1. Pick a model with the [Captain] type.
2. Pick a model with the [Mascot] type that may play for the
same Guild as the [Captain] model. Skip this step if playing an
Introductory Game.
3. Fill out the team roster with models that may play for the same
Guild as the [Captain] model.
Midas
8 - Guild Ball
Setting Up
In a typical game of Guild Ball,
Players play across a 3x3 playing
surface, hereafter referred to as
the Pitch.
There may be any number of
pieces of terrain or ground on the
Pitch. Players must agree on the
position and type of each piece
before starting the game.
6"
10"
Goal
Goal Line
Deployment Zone
Deployment Zone
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 resolving the kick-off, if the ball-marker leaves the Pitch
or finishes within the kicking Players half of the Pitch, then the
receiving Player may give possession of the ball-marker to any
model on their team. After the kick-off scatter is resolved, the
ball-marker may not snap-to the kicker.
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:
1. Define and agree on terrain and ground.
2. Deal five Guild Plots to each Player, face down.
3. Each Player discards two Guild Plots face down and retains three
cards which are kept secret, but may be revealed if desired.
4. Each Player makes a starting-roll [1D6]. The Player with the higher
roll may choose to be the kicking Player or the receiving Player.
5. The kicking Player chooses a table edge and deploys their goal-post.
6. The kicking Player completely deploys their team.
7. The kicking Player gives possession of the ball-marker to one of
their models, designated as the kicker.
8. The receiving Player takes the opposite table edge and deploys
their goal-post and team.
9. The kicker performs a kick-off. Determine the final landing spot
of the kick-off and apply the results. Note: the kicker may still be
allocated Influence and activate as normal in the first turn.
10. The receiving Player automatically has the initiative for the first
turn; the game then begins.
11. The game now continues from the Maintenance Phase of the
Normal Turn Sequence.
Mercury
Season 3 - 11
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.
A model, marker, or template is completely within a given distance when
the entire base or template is within that given distance, including touching.
A model enters when an Advance, Reposition, or place causes the
model to become within an aura, ongoing-effect AOE, ground, or
other effect or ability.
Vitriol
Towards means a model or marker can only move in such a way that the
distance between the model or marker and the target is always decreasing.
Directly towards 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 decreasing.
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.
Silence
12 - Guild Ball
Siren
Season 3 - 13
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.
Effects should always be marked with a suitable token next to the
relevant model.
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.
The rule of least disturbance generally only applies when attempting
to place the ball-marker. It means that Players must place the ballmarker (or model if relevant) as close to the correct location as
possible, without moving or disturbing any other models or terrain
on the Pitch.
When a re-roll is required, all bonuses and penalties which applied
to the original roll also apply to the re-roll.
Distance Measuring
All distances are expressed in inches, e.g. 6.
Distance is always measured from the nearest point on the edge
of a model or markers base.
Distances are always measured on a horizontal plane.
Players may measure any ranges or distances at any time.
Mash
Season 3 - 15
Line Of Sight
Models have 360-degree Line of Sight (LOS).
A model has LOS to a target-spot, another model or goal-post as long
as an unobstructed straight line can be drawn from any one point on
the models base to the target-spot, or to any one point on the other
model or goal-posts base.
A line is considered obstructed if it passes through terrain that blocks
LOS, or if it passes over the base of an intervening model.
Markers
Some Plays and Character Traits require a marker to represent them
on the Pitch. Additionally, the ball is represented by a ball-marker.
Markers have a location on the Pitch that is typically represented by
a 30mm, 40mm, or 50mm base. A model may move over a marker
without impediment; however, a model cannot end its movement
overlapping a markers base.
16 - Guild Ball
Conditions
During a game of Guild Ball, models may suffer conditions.
Conditions remain on a model until removed.
Conditions may cause damage during the Maintenance Phase. The
amount of damage a model suffers from each condition is shown
by the number next to the condition. Any damage inflicted by a
condition is condition-damage.
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.
If a model in possession of the ball-marker suffers the taken-out
condition, before removing the taken-out model from the Pitch,
scatter the ball-marker using the standard-scatter rules with the
template centred on the taken-out model.
Sakana
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.
Influence is a resource that a model may use in order to perform
actions during each activation. Learning to use Influence wisely is
crucial to winning games.
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.
Allocating Influence
Venin
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.
A model may perform actions in any order and, unless stated
otherwise, an action may be repeated.
Common uses of Influence include Movement, an Attack, a Kick and
a Character Play.
Boiler
Season 3 - 19
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.
a. Resolve all current conditions on friendly models.
b. Give an Icy Sponge token to each friendly model
that is currently suffering the taken-out condition.
c. The Player may return to play any friendly models
which are suffering the taken-out condition.
d. Generate the teams Influence-pool.
e. The Player allocates their Influence-pool amongst
friendly models.
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
A model may choose to end its activation at any time. A model is not
1
required to use all of its Influence.
T
2 KD 3
4. End Phase
Play CST RNG ZON SUS OPT
Once all models on both teams have completed C
allharacter
possible
Tooled Up
1 4 activations, the current turn ends. Players then removeTarget
all friendly
current
Guild model gains [+1] DMG to Character
ongoing-effects and sustain effects, but not conditions. Plays that cause damage and Playbook damage results.
Balls Gone!
Targetpoint.
enemy model loses possession of the ballDiscard all Influence on each model. Do not reset MP at this
Icy Sponge
16
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"
4"
Advancing
During an Advance, a model may gain or suffer modifiers to its MOV.
Apply these modifiers immediately and cumulatively.
An Advance can be one of the following:
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 StandardAdvance. 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 AdditionalAdvance 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).
A model may not declare a Charge if it is currently engaged by an
enemy model. A model may not target an enemy model that it is
currently engaging with a Charge.
A Charging model may Advance up to its max-move and, if able, must
end the Advance engaging the target enemy model. A model may not
change direction during a Charge. The active model then makes an
Attack (without spending Influence) against the target enemy model.
This Attack gains [+4] dice-pool.
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.
A Dodge is a specific type of Reposition. A Dodge is shown as a
distance, e.g. [2] Dodge. Models may move up to the distance shown.
A Push is a specific type of Reposition movement. A Push is shown
as a distance, e.g. [2] Push. A model may be moved up to the
distance shown. A model may not change direction during a Push.
A model being moved by a Push stops if it contacts another models
base, an obstruction or a barrier.
Dodge and Push movement receives no penalties or bonuses from
terrain or ground unless otherwise noted.
Shank
24 - Guild Ball
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.
Modifiers cannot reduce the target number to less than [2+] TN
or increase the target number to greater than [6+] TN.
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.
If the ball-marker is not in a models possession, the ball-marker is a
free-ball.
Snap To
A model that starts its activation or moves within [1] of a freeball may choose to take possession of the ball-marker; the ballmarker will immediately snap to that model.
Blackheart
26 - Guild Ball
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
snap to that model. If each team has one or more models within [1]
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.
During its activation, a model in possession of the ball-marker may
make a Kick at the cost of [1] Influence. A Kick must target a target-spot,
friendly model, or enemy goal-post. A model that makes a Kick does not
require LOS to target a target-spot, friendly model, or enemy goal-post
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.
During an activation, if a friendly model scores a goal, immediately
end the activation.
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 targetspot, 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 happens immediately after a goal is scored. The Player
who just conceded the goal resolves the Goal Kick.
There is no need to reset model positions. To resolve a Goal Kick
simply centre the ball-marker on a target-spot that is within [10] of
the friendly goal-post and use the kick-scatter rules to determine the
ball-markers final landing spot.
A Goal Kick may never be intercepted. During a Goal Kick, the ballpath 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.
Scatters require a template to resolve. There are two types of scatter
template used in Guild Ball: a standard-scatter and a kick-scatter.
Standard-Scatter
5"
h
Ball Pat
A standard-scatter occurs whenever the ballmarker bounces freely, such as when a model in
possession of the ball-marker suffers the knockeddown condition.
To determine the ball-markers final landing spot,
hold the standard-scatter template over the current
location of the ball-marker with the #1 direction
pointing towards the active models goal-post.
Then resolve a scatter roll.
Kick-Scatter
When the ball is kicked, a kick-scatter may be used
to determine the final landing-spot.
Hold the kick-scatter template over the target friendly model, targetspot, 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 ballmarker 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
3"
Interception
When resolving a kick-scatter, the closest model on
the ball-path between the kicking model and the
final landing-spot may choose to take possession
of the ball-marker. If it does not, the next closest
model on the ball-path may choose to take
possession, repeat this process until there are no
more models on the ball-path. A standard-scatter
may not be intercepted.
Ball
Path
Throw-Ins
If the ball-marker leaves the Pitch during a game for
any reason, the game continues as the enthusiastic
crowd quickly throws or boots the ball back into play.
If any part of the ball-markers base leaves the Pitch,
immediately take the ball-marker off the Pitch.
Place the ball-marker on the centre spot of the
Pitch and resolve a standard-scatter to determine
the final landing spot.
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.
A model may only make an Attack against an
enemy model that it is engaging.
Engaging
When a model has an enemy model within its
melee zone and LOS, it is engaging that model.
Shank is engaging Salt and Kraken with his
[2] melee zone, but is not engaging Siren
because he doesnt have LOS to her.
Shank is not engaged by Salts [1] melee zone
but is engaged by Krakens [2] melee zone.
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
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
KD
3
A model that makes a successful Attack applies the nethits to their unique Playbook to determine the result
or results. Honours Playbook is shown to the left.
A Playbook is always read from left to right. The
potential results are arranged in columns.
columns; apply all the effects of the selected result if able. Some
individual Playbook results deliver more than one effect. You may
select a result with some invalid effects, provided at least one effect is
valid. The Controlling Player must resolve all valid effects generated
but may do so in any order.
17
Wrapping
Occasionally an Attack is wildly successful and can wrap around the
Playbook to generate multiple results.
If an Attack generates more net-hits than there are columns
on the active models Playbook, this means the model may
select more than a single result.
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.
All results generated from a single Attack are considered to be
simultaneous events but are individually subject to any applicable
modifiers.
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.
Knocked-down The target model suffers the knocked-down
condition. If the target model is already suffering the knocked-down
condition, this effect is invalid and therefore may not be chosen
unless as part of a result with additional valid effects.
KD
Hoist
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.
A Parting Blow is an Attack, which does not cost Influence, triggered
and resolved immediately at the point the active model leaves the
melee zone or LOS of the enemy model.
A Parting Blow Attack gains [+2] TAC.
A model making a Parting Blow does not receive the Ganging Up or
Crowding Out modifiers.
A Parting Blow cannot generate MP from momentous Playbook
results. Damage, KD, and Tackle are the only valid results for a
Parting Blow. A Parting Blow cannot cause a Reposition or trigger a
Character Play.
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.
Character Plays are used by spending Influence or triggering them
with play-icons generated from an Attack.
All Character Plays have the following:
[Name] This is the Character Plays name.
[Description] This describes the Character Play and its effect.
Cost [CST] Shown as either the amount of Influence it costs to use
the Character Play and/or the cost in play-icons required to trigger
the Character Play as a Playbook result.
Bonesaw
6" ives
Kn
ir t y
38 - Guild Ball
Season 3 - 39
re 8"
Bl
as
t
Ongoing-Effects
Some AOEs leave a residual ongoing-effect on the
Pitch (like a patch of rough-ground for example).
Mark the zone of any ongoing-effect on the Pitch
with a suitable template.
Heroic Plays
Heroic Plays cost [1] MP to use. Heroic Plays may
only be used once per turn.
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.
Momentum affects the initiative-roll each turn.
Momentum may never be reduced to less than zero.
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.
A team will not generate Momentum while a friendly model in
possession of the ball-marker is within the area behind their own
goal-line. Additionally, a team will not generate Momentum while a
free-ball is within the area behind their own goal-line as a result of a
Kick, Goal Kick, or if it was placed, by that teams Controlling Player.
Ox
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.
A model may use any number of momentous abilities as long as they
have the MP to do so. All momentous abilities are actions unless
otherwise stated.
Salt
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.
A Counter-Attack does not generate MP from momentous
Playbook results.
A model may not declare a Counter-Attack against a Counter-Attack.
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.
Defensive Stance is not an action.
Kraken
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 outof-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.
It is possible to score a Screamer! with a Snap Shot!.
Decimate
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.
Bonus Time! is not an action.
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.
Gliding is not an action.
Season 3 - 45
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.
Open-ground is considered the default terrain type for the Pitch so
you dont need to declare this!
There are no special rules for this type of terrain.
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.
A model that moves within rough-ground at any point during an
Advance suffers [-2/-2] MOV. This penalty is only incurred once per
Advance for the duration of that Advance.
Fast-Ground
Fast-ground refers to areas of the pitch such as ice patches, slick mud,
wet cobblestones, or wet wooden decking.
A model that moves within fast-ground at any point during an
Advance gains [+2/+2] MOV. This bonus may only be gained once
per Advance for the duration of that Advance.
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.
A model in or within [1] of the edge of an obstruction benefits
from cover.
A model may move over an obstruction. Models may end their
movement on top of, or be placed on, an obstruction if there is
sufficient room to position the models base. Models may never
Advance over an Obstruction during a Sprint or Charge.
While a Player is in control of another Players model, that model may
not move over obstructions.
When a ball-marker makes contact with an obstruction during a
scatter, use the rule of least disturbance to place the ball-marker in
base contact with the obstruction along the ball-path.
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 model within [1] of the edge of a barrier benefits from cover.
A barrier blocks LOS. A model may not move into or be placed onto
a barrier.
The ball-marker may not be placed on a barrier; if the final landingspot is within a barrier, or the ball-marker contacts a barrier during
a scatter, use the rule of least disturbance to place the ball-marker in
base-contact with the barrier along the ball-path.
Forest
A forest is often represented by a number of trees on a base.
A forest is rough-ground. A model within a forest benefits from cover.
A model making a Kick while within a forest, or making a Kick to a
target-spot or target-model that is within a forest, suffers [-1] dicepool. This penalty is only incurred once per Kick.
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
SSSSS
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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 an ability or effect references a timing step resolve from that
point onwards, do not resolve any precursor steps.
For example, Compounds Character Trait, Noxious Death, states:
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.
Noxious Death identifies the step suffer the taken-out condition
indicating that Noxious Death triggers at step 2 in the Sequence of
Taking a Model Out.
Sequence of
a Jog or Sprint
1. Declare
2. During Advance
3. End Advance
Sequence of
an Activation
1. Start of activation
2. During activation
3. End of activation
Season 3 - 51
Sequence of
a Charge
Sequence of
Taking a Model Out
1. Declare
2. During Advance
3. End Advance
4. Make Attack
52 - Guild Ball
2. Suffer the
taken-out condition
3. Remove model
from the Pitch
4. Generate
Momentum and VPs
Sequence of
an Attack
1. Declare
Sequence of a
Character Play
1. Declare
1.1. Response
Opponents opportunity to
declare reactions.
2. Attack Process
2. Attack Process
2.1. Generate dice-pool
The dice-pool may not be
reduced to 0.
4. After the
Attack is Resolved
Index
A
Actions 13, 22
Activation13
Activation Phase21
Active model13
Additional-Advance23
Advance 22
Allocating Influence 19
Area of Effect
CharacterPlays 40
Armour Value [ARM]5
Attack 32
Attack Sequence32
Attributes5
Aura14
Away 12
F
Charge, Charging23, 33
Come on Mate!45
Common Attack
Bonuses and Penalties33
Common Character Play
Bonuses and Penalties39
Completely within12
Comprehensive
Timing Sequences 51
Condition-damage17
Conditions17
Controlling Player 13
Conventions 15
Counter-Attack43
Cover33, 48
Crowding Out 33, 39
Ball-marker 14, 26
Ball-path14
Ball Skills and Kicking
Ability [KICK]4
Barrier49
Base Size6
Bleed 17
Bodycount7
Bonus Time! 45
Burning
Damage (DMG)35
Defensive Ability [DEF] 5
Defensive Stance 43
Definitions12
Dice-pool 13
Directly away12
Directly towards12
Distance Measuring 15
Dodge 24, 35
Character Play
Character Plays
from Attacks38
Character Plays
using Influence38
Character Traits5
End Phase.21
Enemy marker14
Enemy model14
Engaged 32
Engaging32
Enters 12
54 - Guild Ball
Fast-Ground47
Forest49
Friendly marker 14
Friendly model 14
G
Gaining Momentum 42
Game Terminology 12
Ganging Up33
Generating Influence 19
GivenGo 44
Gliding 45
Goal7
Goal Kick 29
Goal-line14
Goal-post 14
Guild model14
Guild Plots50
H
Half-way line14
Health Points [HP]6
Heroic Plays41
How to win 7
I
Icy Sponge 21
Influence19
Influence [INF]5
Initiative20
Initiative Phase20
Interception31
Jog22 Playbook34, 42
Player13
K
Playing the Game13
Kicking27 Plays 6, 37
Kicking Sequence28 Poison18
Kick-off10 Positioned13
Kick Scatter30 Possession of the Ball 26
Knocked-down17, 35 Pre-game 8
Pre-Game Sequence 11
Preparing
for a Game 7
L
Pulse 14
Least disturbance15 Push24, 35
Legendary Plays 41
Line of Sight16 R
Tackle 35
Tactical Ability [TAC]4
Take a Breather!45
Take Down 42
Taken-Out18
Tap In 27
Target marker14
Target model14
Target Number tests25
Target-spot14
Teamwork 44
Terrain and Ground 46
Throw-Ins 31
TN Modifiers25
Tokens16
Recovery Level 21
Towards 12
Repositioning 24
Re-roll15 U
Results 34
Rough-Ground47 Using Influence19
Run the Length! 44 Using Momentum43
Maintenance Phase20
Making an Attack32
Markers16
Melee Zone 6
Models4
Model Type 6
W
S
Momentum 42
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
a Jog or Sprint51
O
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