Setting Up Initiative Phase
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1 Game Plan Rules To use Game Plan cards in a game of Guild Ball, follow the rules below. Setting Up At Steps 2 and 3 of the Pre-Game Sequence, instead of dealing and selecting Guild Plots, deal each Player [7] Game Plans, facedown, from a shared Game Plan Deck. Each Player then selects [5] Game Plans to keep in their hand. Players determine the Kicker and Receiver as normal. Initiative Phase Instead of rolling [1D6], both Players look at their chosen Game Plans and secretly select one to play. Both Players reveal their chosen cards simultaneously. Players add the Initiative score on their chosen Game Plans to their unspent MP from last turn. The Player with the highest total value decides which team has the initiative. In the event of a tie, both Players roll [1D6]. The Player who rolls higher decides which team has the initiative. In the event of a tie, reroll until one Player rolls higher.
2 Game Plan Deck
3 Game Plan Rules To use Game Plan cards in a game of Guild Ball, follow the rules below. Setting Up At Steps 2 and 3 of the Pre-Game Sequence, instead of dealing and selecting Guild Plots, deal each Player [7] Game Plans, facedown, from a shared Game Plan Deck. Each Player then selects [5] Game Plans to keep in their hand. Players determine the Kicker and Receiver as normal. Initiative Phase Instead of rolling [1D6], both Players look at their chosen Game Plans and secretly select one to play. Both Players reveal their chosen cards simultaneously. Players add the Initiative score on their chosen Game Plans to their unspent MP from last turn. The Player with the highest total value decides which team has the initiative. In the event of a tie, both Players roll [1D6]. The Player who rolls higher decides which team has the initiative. In the event of a tie, reroll until one Player rolls higher.
4 Game Plan Deck
5 Seize the Initiative Starting with the Player that has the Initiative, both Players can choose [1] friendly model to immediately make a [4 ] Dodge
6
7 Sell it to the Crowd Each time a friendly model scores a goal, it can use Run The Length! without spending MP. (After scoring a goal the active model may spend [1] MP to immediately make a [4 ] Dodge; this Dodge takes place prior to the Goal Kick.) +6-1
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9 Lone Striker If your team has the Initiative, the first friendly model to activate suffers [-1] TAC for the remainder of the turn. +7-1
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11 Grudge Match Starting with the Player that has the Initiative, both Players can choose [1] enemy [Squaddie] model that is currently on the Pitch, the chosen models suffer Singled Out. (Friendly models gain [+2] TAC against target enemy model.) +6-1
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13 Dig Deep The friendly team gains [2] MP each time the enemy team scores a goal
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15 Hunker Down While within the friendly half of the Pitch, friendly models gain Resolute. (When this model targets an enemy model with a Counter Attack, this model gains [+2] TAC for the duration of the Counter Attack.) +1 +1
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17 The Offside Trap An enemy model must spend [+1] additional MP to make a Shot or a Snap Shot! if it is closer to the friendly goal-post than any other model
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19 Back in the Game The first time a friendly model suffers the taken-out condition, before removing the friendly model from the Pitch, any Influence currently on the friendly model may be allocated to one other friendly model within [8 ]
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21 Get Back in There Friendly models that return to the Pitch due to Icy Sponge gain [+2 /+2 ] MOV
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23 Full-Back The first time a friendly model declares a Charge while within [8 ] of an edge of the Pitch, the friendly model spends [1] less Influence
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25 Go for the Knees! Choose [1] friendly non-[captain] model that is currently on the Pitch, the chosen model gains [+1] TAC
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27 Midfield General Friendly models gain [+1 /+1 ] MOV
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29 Keep the Ball Moving Friendly models gain [+1/+0 ] KICK
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31 Keep Your Chin Up! The first time a friendly model uses Come on Mate!, it may do so without spending MP. (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.) +4 +0
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33 Won t Touch the Hair Choose [1] friendly [Squaddie] model that is currently on the Pitch, the chosen model gains Poised. (Once per turn, this model may make a Counter Attack without spending MP.) +3 +1
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35 Wing Backs Each time a friendly model activates within [8 ] of an edge of the Pitch, the friendly model gains Shadow Like. (At the start of this model s activation it may make a [2 ] Dodge.) +4 +0
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37 Stick to the Plan Friendly models gain Showboating. (This model spends [1] less MP to make Teamwork actions.) +5-1
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39 Kick Em When They re Down Friendly [Squaddie] models gain Shove the Boot In. (This model gains [+1] DMG to Playbook damage results while targeting an enemy model that is suffering the knocked-down condition.) +2-1
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41 Example Card Text effect: The effect of the Game Plan will be listed here. +X Initiative score Influence modifier +X
42 Game Plan Rules Initiative Phase (continued) Then, starting with the Player who has initiative this turn, resolve any immediate text effect on this turn s Game Plans. MP is then reset to zero for each Player. After this, the Player who does not have the initiative gains [1] MP. Maintenance Phase At Step 4 of the Maintenance Phase, when generating a team s Influence-pool, apply any Influence modifier listed on that Player s chosen Game Plans to the Influence-pool before allocating Influence. End Phase Current Game Plan effects end. Both currently chosen Game Plans are removed from the Pitch and discarded. If a Player no longer has any Game Plans in their hand, they should pick up all their discarded Game Plans to form a new hand.
43 Game Plan Rules Initiative Phase (continued) Then, starting with the Player who has initiative this turn, resolve any immediate text effect on this turn s Game Plans. MP is then reset to zero for each Player. After this, the Player who does not have the initiative gains [1] MP. Maintenance Phase At Step 4 of the Maintenance Phase, when generating a team s Influence-pool, apply any Influence modifier listed on that Player s chosen Game Plans to the Influence-pool before allocating Influence. End Phase Current Game Plan effects end. Both currently chosen Game Plans are removed from the Pitch and discarded. If a Player no longer has any Game Plans in their hand, they should pick up all their discarded Game Plans to form a new hand.
44 Example Card Text effect: The effect of the Game Plan will be listed here. Initiative score +X +X Influence modifier
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