Season II Core Rules & The Big League. By Mat Hart and Rich Loxam

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1 Season II Core Rules & The Big League By Mat Hart and Rich Loxam

2 Core Rules & The Big League By Mat Hart and Rich Loxam

3 Guild Ball was designed and created by Mat Hart & Richard Loxam Published by Steamforged Games Ltd. Design Team Mat Hart Richard Loxam Jamie Perkins Lawyer s Guild Trent Denison Alexander Hall Bryce Johnston Steve Newton Tim Wyatt Steamforged Team Gerry Brawley Matt Elliott Jay Finnegan Jamie Giblin Mat Hart James Hasker Rich Jennings Ronan Kelly Rich Loxam Daisy May Scott Mitchell Blake Noden Paul North Byron Orde Greg Plail Kris Raynes Adam Tudor Marc Williams Play Testing Benedikt Bliestle Henry Clark William Cruickshanks Jay Finnegan Jamie Giblin David Harbord Chris Hay Kevin Hendricks Gerry Hodgson Alexander Horn Kevin Horseman Bryce Johnston Louise Kelly Ryan King Daniel Knauss Ben Leeper Phil Manwaring Fraser McFetridge James Moorhouse Jordan Murphy Geoff Porritt Kris Raynes Werner Schosser Todd Thorhauer Tyler Webb Gord Weppler Lead Writer Sherwin Matthews Editing Bryce Johnston & Michael Rivero Illustrations Doug Telford & Marc Molnar Sculpting Russ Charles, Clockwork Goblin Studio Painter Sebastien Lavigne, Dark Iron Studio Graphic Design & Layout Tom Hutchings, Thorn Graphic Design Vassal Development Alex Cairns And special thanks Andrea, Tom, Katherine and Jake Claire, Steve, Lorraine and Blue John Snape...& all of the amazing Pundits and the rest of the Guild Ball community around the world. Copyright 2016 Steamforged Games Ltd. All rights reserved. First hardback edition printed 2016 in the United Kingdom. A catalogue record for this book is available from the British Library. ISBN 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

4 Contents Core Rules... 8 Models... 8 Attributes...8 Character Traits...9 Plays...9 Base Size...9 Melee Zone...9 Model Type...9 Preparing for a Game...10 How to win...10 Pre-game...10 Picking a Team...10 Setting Up...11 Pre-Game Sequence...12 Playing the Game Game Terminology...13 Definitions...13 Conventions...14 Distance Measuring...15 Line of Sight...15 Tokens and Markers...15 Conditions...16 Normal Turn Sequence...18 Icy Sponge...19 Actions Movement Repositioning...21 Target Number tests...22 TN Modifiers...22 The Ball-Marker Possession of the Ball...23 Snap To...23 Kicking Passing the Ball...24 Shooting at Goal...24 Kicking Sequence...24 Goal Kicks...25 Ball Scatter...25 Making an Attack...27 Engaging...27 Attack Sequence...27 Common Attack Bonuses and Penalties. 28 Playbook Selecting Results Wrapping...29 Common Results and Effects...29 Parting Blow...30 Plays Character Plays...31 Character Plays using Influence...31 Character Plays from Attacks...32 Sequence of a Character Play...32 Common Character Play Bonuses and Penalties...32 Area of Effect Character Plays...33 Sequence of an AOE Character Play...33 Ongoing-Effects...33 Heroic and Legendary Plays Momentum Gaining Momentum...35 Using Momentum...36 Terrain and Ground...38 Types of Ground...38 Season Two Guild Plots Comprehensive Timing Sequences. 42 Sequence of a Jog or Sprint Sequence of an Activation Sequence of a Charge...43 Sequence of Taking a Model Out...43 Sequence of an Attack...43 The Big League...51 Introduction How it works...51 Setting Up...52 League Play League Points...53 Tracking...53 Campaign Points...54 Moments...54 Campaign Sequence...55 Warm-Up...55 Match Day...56 Results & Fixtures Wheeling & Dealing...56 Loans...58 Campaign Advancement...58 Final Day of the Season...58 Plots...59 Season Two Common Campaign Plots. 59 Season Two Rare Campaign Plots...60 Alchemist's Guild Campaign Plots...61 Brewer's Guild Campaign Plots...62 Butcher's Guild Campaign Plots Engineer's Guild Campaign Plots...64 Fisherman's Guild Campaign Plots...65 Hunter's Guild Campaign Plots...66 Mason's Guild Campaign Plots...67 Mortician's Guild Campaign Plots The Union Campaign Plots...69 Index Season II - 3

5 Models All models in Guild Ball have a profile card. An example of a model s profile card is shown below, along with an explanation of the skills and attributes that appear on it. Attributes Core Rules Egret mov tac kick def arm inf 6 /8 4 3/ /4 1 T 1 T Character Plays 2 Size 30mm Melee Zone 1 Character Plays COST RNG ZONE SUSTAIN Snap Fire Target enemy model suffers [1] DMG. Flurry 2 8 Pulse 2 - Target enemy model suffers [2] DMG. All other models within the pulse suffer [2] DMG. This Character Play may only be used once per turn. Movement [MOV] Shown as two distances e.g. [6 /8 ] MOV The first distance is the base-move; the second distance is max-move. Tactical Ability [TAC] Shown as a single number e.g. [4] TAC This is the number of dice a model generates and adds to the dice-pool when performing an Attack action. Ball Skills and Kicking Ability [KICK] Shown as a number and a distance e.g. [3/8 ] KICK Egret s Card The number is the base-kick attribute and is the number of dice a model generates and adds to the dice-pool when performing a Kick. The distance is the kick-distance that a model may kick the ball-marker. Defensive Ability [DEF] Shown as a single number e.g. [4+] DEF This is the Target Number that an attacking model rolls against when targeting a model. Armour Value [ARM] Shown as a single number e.g. [1] ARM This is the number of hits deducted from a successful Attack made against a model. 8 - Guild Ball

6 Influence [INF] Shown as two numbers e.g. [2/4] INF The first number is base-inf and is the amount of Influence a model generates each turn during the Maintenance Phase. The second number is the max-inf attribute and is the maximum amount of Influence a model may be allocated. Influence is spent by a model during its activation to perform actions. Character Traits Models have a number of special abilities they may use during the game; collectively these are called Character Traits. Passive Character Traits always apply their effect if the defined requirements are satisfied. Corsair Character Traits Tough Hide Enemy Plays that cause damage to, or Playbook damage results that hit this model are reduced by [-1] DMG. Corsair s Sturdy Tough Hide Character Trait is an example of a Passive Character Trait - it applies any time that Corsair suffers damage from a Play or a Playbook damage result. Active Characters Traits are effects that may be used during the model s activation. Active Character Traits are actions (and so may not interrupt another action). Health Points [HP] Shown on a model s 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 model s current health reaches [0] HP, the model suffers the taken-out condition. The health bar may also show a number of Recovery Levels; these levels will be marked by a 1, 2, or 3 shown inside the relevant cell. Bag of Quaffers Once per turn target friendly non-[captain] guild model within [4 ] gains [+1] TAC. Quaff s Bag of Quaffers Character Trait is an example of an Active Character Trait - it can be used as an action during Quaff s activation. Plays Models have a number of special 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. 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 model s 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, race, gender, playing position and, if applicable, team position. Some Plays and Character Traits specifically affect certain model types. Core Rules - 9

7 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 when their team scores a goal. Meathook Bodycount! A Player gains [2] VP each time an enemy model suffers the taken-out condition. Game Size Duration Pitch Size Team Size VP Total Introductory Game (refer to the GB Quick Start rules) 30 mins 2 x2 Quick Game 60 mins 3 x3 Typical Game mins 3 x3 [1] Captain [2] Team Member [1] Captain [4] Team Member [1] Mascot [1] Captain [4] Team Member [1] Mascot [6] VP [8] VP [12] VP Pre-game Ballista 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 Guild for which the team plays. A team may only have one model with the [Captain] type. A team may also only have one model with the [Mascot] type. 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: Scum 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 Guild Ball

8 Setting Up In a typical game of Guild Ball, Players play across a 3 x3 playing surface, hereafter referred to as the Pitch. There may be any number of pieces of terrain or ground; both Players are to agree on the position and type before starting the game. For the first few games we would recommend that you don t use any terrain or ground in order to get used to the basic rules. Don t worry, the game plays wonderfully on a flat Pitch, too! Prior to setting up teams, each Player is dealt five Guild Plots from a shared deck. These cards may be kept secret. After review, each player must discard two cards leaving them with three Guild Plots in hand. Discarded Plot Cards remain secret and are therefore not revealed. Players each make a starting-roll of 1D6. Re-roll any tied results. The Player with the highest result chooses which Player will be the kicking Player. The other Player is the receiving Player. 6" 10" Goal Line Goal Goals are represented by a goal-post. Goal-posts are always positioned in the centre of the deployment zone, with the front edge on the goal-line. The kicking Player decides which table edge they will use for deployment and positions their goal-post. Deployment Zone The kicking Player deploys their entire team completely within 10 of their chosen table edge. They declare one model as the kicker, and the kicker is given possession of the ball-marker. 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. Deployment Zone Goal Line 10" Goal 6" Core Rules - 11

9 Kick-off After both Players have deployed their teams, the kicker may make a Jog followed by a kick-off. The kick-off does not require Influence but otherwise uses the normal rules for kicking the ballmarker. After resolving the kick-off, if the ball-marker leaves the Pitch or finishes within the kicking Player s 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. Pre-Game Sequence The specific sequence for a new game is: 1. Define and agree 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 highest 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 using the Normal Turn Sequence Guild Ball

10 Game Terminology Playing the Game 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. 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. 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. During a game Siren activates and targets Ox with a Character Play called Lure. Siren is the active model and Ox is therefore the target model. When Lure hits, Ox temporarily becomes the active model as he involuntarily moves toward Siren. Siren remains the origin model throughout. 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. If a model is required to either move towards, directly towards, away or directly away to or from a target/origin and becomes unable to do so (for example, due to a blocking model, an obstruction or a barrier) it immediately stops movement. When a model or marker is placed, it has not made an Advance or Reposition, and is not considered to have moved. A model or marker cannot be placed on a barrier or with its base overlapping another model or marker s base. When an AOE is positioned on the Pitch, it may overlap model s bases, terrain, ground, other AOEs, or markers. Player refers to a person playing the game. Controlling Player refers to the person in control of the active model or Goal-Kick. A model s activation occurs when it is selected during the activation phase. A model s activation consists of a single Standard-Advance action and as many other actions as that model has resources to perform. A model may perform actions in any order and, unless stated otherwise, an action may be repeated. During a model s activation, it is active. In all other instances where a model becomes the active model, it is not considered to be that model s activation. During a model s activation, it is the active model unless another model is performing an action. In all other instances where a model becomes the active model it is not considered to be that model s activation. There can only be one active model at a time. Core Rules - 13

11 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. When an action is described as once per turn it can only be used once in each turn regardless of whether it is successful or not. Each individual model s once per turn actions may only be used once per turn per player. A dice-pool is a number of standard 6-sided dice (D6), collected together and used to determine the success of an action. A dice-pool may never be reduced to zero. Graves An origin is a model that is initiating an action. Target model is the model targeted by an action. A model must have LOS in order to target another model with an action unless otherwise stated. Enemy model/marker refers to a model or marker that belongs to the opposing team to the active model. Friendly model/marker is a model or marker that belongs to the same team as the active model. Guild model refers to a friendly model whose Guild is the same as the active model. An aura is an effect which is constantly active throughout its duration. Models within an aura are immediately affected by it. An aura extends from the edge of the model s base up to the distance specified by the number listed. A model is affected by its own aura unless otherwise stated. Flint A pulse is an effect that only affects models within its range at the point of activation. A pulse has no duration. A pulse extends from the edge of the model s base up to the distance specified by the number listed. A model is affected by its own pulse unless otherwise stated. Half-way line describes the line across the middle of the Pitch which runs parallel to each Player s table edge. Goal-line describes the line 6 from, and parallel to, each Player s respective table edge. A goal-post is a specific piece of terrain represented by a 50mm base or equivalent sized object; a goal-post is a barrier. The ball is represented by a ball-marker which is a 30mm base. A target-spot is any point on the Pitch where the ball-marker may be legally placed. Angel The ball-path is a 30mm-wide straight line that the ball-marker travels along. 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. Players are to assume that rules as written in the main rulebook are the default. Rules written on a model s card always supersede rules written in the main rulebook. Rules conflicts and timings are resolved according to the Comprehensive Timing Sequences on page 42. Mercury Any effects and abilities that trigger at the same timing step may be resolved in any order the Controlling Player chooses Guild Ball

12 The rule of least disturbance generally only applies when attempting to place the ball-marker. This means place the ball-marker (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 marker s base. Distances are always measured on a horizontal plane. Players may measure any ranges or distances at any time. 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 model s base to the target-spot, or to any one point on the other model or goal-post s 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. Boar obstructs any line that Siren may draw to Ox and therefore Siren only has LOS to Boar but not to Ox. Note that the building also blocks LOS. Tokens and Markers Tokens Tokens do not have a physical presence on the Pitch, they are simply put next to the relevant models to show which effects are in play on which 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 which are normally 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 marker s base. Core Rules - 15

13 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. Venin Bleed [3] Remove the bleed condition at the end of the Maintenance Phase. Knocked Down [0] A model suffering the knocked-down condition does not block LOS. A model suffering the knocked-down condition cannot engage an enemy model. A model suffering the knocked-down condition cannot have possession of the ball. A model suffering the knocked-down condition cannot use any Character Plays. A model suffering the knocked-down condition may suffer a Push or make a Dodge but may not Advance, or be moved, by any other means. Gutter A model suffering the knocked-down condition suffers [-1] DEF. If a model in possession of the ball-marker suffers the knocked-down condition, scatter the ballmarker using the standard-scatter rules with the template centred on the knocked-down model. A model suffering the knocked-down condition may forfeit their Standard-Advance in order to remove this condition (i.e. stand up). Poison [2] Burning [1] A model suffering the burning condition suffers [-2 /-2 ] MOV. Stoker 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. A model that is suffering the taken-out condition does not generate, and cannot be allocated or gain, any Influence and cannot become active for any reason. An active model which causes an enemy model to suffer the taken-out condition as a result of an action has inflicted the taken-out condition on that model Guild Ball

14 Influence Every model on the Pitch provides a measure of influence over the game. This is represented by the model s 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 team s models on the Pitch. Models suffering from the takenout 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 When it is a Player s turn to allocate Influence during the Maintenance Phase, they allocate their team s Influence-pool to their models on the Pitch. A Player may allocate influence to a model up to that model s max-inf. A model may be allocated additional Influence during the course of a turn, but this may not take them above their max-inf. Siren A model may gain additional Influence during the course of a turn and this may take them above their max-inf. Using Influence Most actions require the expenditure of Influence. During its activation, a model may perform these actions as long as they have 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. Core Rules - 17

15 Normal Turn Sequence 1. Initiative Phase Each Player rolls a single die [1D6] to make an initiative-roll. Each Player additionally adds [+1] to their initiative-roll for each of their unspent Momentum Points (MP) from the previous turn. The Player with the highest net initiative-roll decides which team has the initiative. Re-roll tied results with all prior bonuses still applying at this point. Obulus MP is then reset to zero for each Player. 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. Shank a. Resolve all current conditions on friendly models. b. Give an Icy Sponge token to each friendly model with Recovery Levels that is suffering the taken-out condition. c. The Player may return to play any valid friendly models using the Icy Sponge rule. d. Generate the team s Influence-pool. e. The Player allocates their Influence-pool amongst friendly models. 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. Each model must take an activation once per turn. A model may choose to end its activation at any time. A model is not required to use all of its Influence. 4. End Phase Once all models on both teams have completed all possible activations, the current turn ends. Players then remove all current ongoing-effects and sustain effects, but not conditions. Friday Discard all Influence on each model Guild Ball

16 Cosset Icy Sponge Most models have a number of Recovery Levels marked on their health bar. During the Maintenance Phase, each model with Recovery Levels currently suffering the taken-out condition gains [1] Icy Sponge token. Models with at least [1] Icy Sponge token may be returned to play. A model that returns to play removes the taken-out condition and generates Influence as normal. Each model returns to play with its current HP and then removes all Icy Sponge tokens. Each Icy Sponge token removed allows the recovery of HP up to the next Recovery Level. A returned model is placed in base contact with an edge of the Pitch within the friendly deployment zone and may then make a Jog. A Legendary Play does not recharge if it was previously used prior to the model suffering the taken-out condition. Size 30mm Melee Zone 1 mov tac kick def arm inf 7 / /6 T /2 4 Character Plays Character Plays Lure COST RNG ZONE SUSTAIN Target enemy model immediately makes a Jog directly towards this model. The target enemy model is a friendly model during this action. This Character Play may only be used once per turn. Screeching Banshee P - Yes Target enemy model suffers [-4 /-4 ] MOV and [2] DMG Cosset has Recovery Levels at [4] and [8] HP. Cosset has been beaten up by Brick and suffers the taken-out condition. During the next Maintenance Phase, Cosset receives [1] Icy Sponge token as the Physician s Guild work on her tenderised body. Cosset may then choose to return to play by using the [1] Icy Sponge token to recover HP up to the first Recovery Level of just [4] HP. Instead she wisely decides to receive further treatment. During the next Maintenance Phase she receives another Icy Sponge token. Cosset decides her team really needs her back on the pitch and returns to play by using her [2] Icy Sponge tokens to recover HP up to her second Recovery Level of [8] HP. Core Rules - 19

17 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 When a model moves, it does so in a straight line. It may stop to change the direction of movement at any point with no penalty. 2" 4" When a model or marker is moving, distance is measured from the nearest point on the edge of the model or marker s base in the direction it is moving. A model blocks movement. A moving model s base cannot pass over another model s base during movement. Brisket has a base-move of [6 ]. She Jogs forward 4 before changing direction and using her remaining [2 ] of movement. Possession of the ball has no impact on the distance travelled. If any part of a model s 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. 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. 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 Velocity 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 a Charge but does not cost Influence to make. 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 Guild Ball

18 Charging To perform a Charge, the active model selects a target enemy model that is in its LOS and pays any applicable costs. 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] TAC. If the active model, whilst making a Charge, does not end its Advance engaging the target enemy model then the Charge has been unsuccessful and the active model s activation immediately ends. Repositioning Repositioning refers to any movement that is not an Advance. A Reposition may be caused by either a friendly or enemy model. 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 model s base, an obstruction or a barrier. 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. Push and Dodge movement receives no penalties or bonuses from terrain or ground unless otherwise noted. Core Rules - 21

19 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. Each relevant action confers a base number of dice to the dice-pool; action specific modifiers are then applied. All other applicable modifiers are then applied from Character Traits, Plays and other in-game effects and abilities. This will provide a total dice-pool for the action. The target number needed is shown as a number in brackets. Ox attacks Shark. Ox has TAC [7], which gives him a dice-pool of 7 six-sided dice (7D6). Shark has DEF [4+] so any attacks made against him require a [4+] TN test. Ox rolls his dice-pool of 7D6 against the [4+] TN and gets 2, 3, 4, 4, 5, 6, 6, which generates [5] hits and [2] misses. Ox s attack is a success; he may now use the hits to generate results using his Playbook. When making a TN test, each individual die rolled as part of a dice-pool that equals or exceeds the target number generates a successful hit. Any die that rolls less than the target number is unsuccessful. Some actions will have modifiers that affect the number of successful hits after the dice-pool has been rolled. A TN test is successful if it generates at least [1] net-hit. In many TN tests additional hits may improve the overall result. 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. Greyscales manages to find some space for a Pass but his target, Shark, is tightly hemmed in by Butchers all trying to block his kick. Greyscales dice-pool for the Kick action is [3D6] and he is looking for a [4+] TN test to make a successful Pass. The three Butchers engaging Shark should impose a [+3] TN penalty to the difficulty of the Pass, effectively taking it to a [7+] TN test. Obviously you can t roll a [7] on a single D6 and so the difficulty is capped at [6+] TN. This means the remaining penalty affects Greyscales dice-pool, taking it down to [2D6] (from [3D6]). 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] Guild Ball

20 The Ball-Marker The ball is represented by a ball-marker which is a 30mm base. If the ball-marker is not in a model s possession, the ball-marker is a free-ball. Possession of the Ball When a model is in possession of the ball-marker, put the ball-marker in base contact with that model. The ball-marker ensures the model in possession is clearly identified. While a model is in possession of the ball-marker, the ball-marker has no location on the Pitch. The model in possession is considered to be the current location of the ball-marker. While a model is in possession, the exact physical position of the ball-marker is irrelevant; the position of the ballmarker may be freely altered as required. When a model in possession is moved, the ball-marker remains in that model s possession throughout the movement. 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 regain possession during the same activation. If a model in possession of the ball-marker suffers the knocked-down condition, scatter the ballmarker using the standard-scatter rules with the template centred on the knocked-down model. 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 snap-to that model. If each team has a model within [1 ] of the ballmarker 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. Where two or more models have the highest result, re-roll for those models until one model gains possession. The ball-marker cannot be snapped-to until after a scatter is resolved. The ball scatters and placed within 1 of both Midas and Honour. Midas rolls 1D6 and adds his base-kick [3] while Honour also rolls 1D6 and adds her base-kick [4]. Luckily, Midas rolls high with a 5 giving him a result of [8]. Honour sadly rolls just 2 giving her a result of [6]. The ball snaps to Midas who glares triumphantly at Honour. Core Rules - 23

21 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 Tenderiser 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. Passing the Ball A model may Pass the ball-marker to another friendly model or to a target-spot. 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. A model must spend [1] MP in order to make a Shot, in addition to the Influence cost for making a Kick. During an activation, if a friendly model scores a goal, immediately end the activation. Vitriol Ratchet 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 model s 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 ballpath between the kicking model and the target-spot, friendly model or enemy goal-post, 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 kickscatter 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 Guild Ball

22 Goal Kicks After a goal the ball is returned to play. Typically, it s 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 Goal Kick is resolved by the Player who just conceded the goal. Guild Ball is therefore played continuously with no positional reset after a goal is scored. During a Goal Kick, centre the ball-marker on a target-spot that is within [10 ] of the friendly goal-post. Determine the final landing-spot of the ball-marker using the kick-scatter rules. A Goal Kick may never be intercepted. During a Goal Kick, the ball-path may be drawn through barriers. Angel has just scored a goal. The enthusiastic Union fans grab the ball and try to boot it out to their team s advantage. The ball-marker is centred on a target-spot that is within [10 ] of the friendly goal-post, a kick-scatter determines the direction and distance. This time the crowd isn't too far off target and roll 1D6 [3] for direction and 1D6 [2 ] for distance. Close enough for Snakeskin to quickly gather the ball and mount her own offensive. 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. 5" Ball Path Standard Scatter A standard-scatter occurs whenever the ball-marker bounces freely; such as when a model in possession of the ball-marker suffers the knocked-down condition. To determine the ball-marker s final landing spot; hold the standardscatter template over the current location of the ball-marker with the #1 direction pointing towards the active model s goal-post. Boiler slams into Shark and knocks him down. Shark loses possession of the ball and it scatters using the Standard- Scatter rules. Hold the standard-scatter template centered over Shark s model, the #1 pointing towards the active player s goal, in this case Boiler s goal. Rolling [1d6] to determine the scatter-direction results in a [2]. Rolling [1d6] to determine the scatter-distance results in a [5 ]. Place the ball-marker, centered on the landing-spot. Roll [1D6] to determine the distance that the ball-marker scatters. Roll another [1D6] to determine the direction in which the ball-marker scatters. The ball-marker s final landing-spot is determined by measuring the scatter-distance in the scatter-direction from the current location of the ball-marker. Once you have determined the final landing-spot, the ball-path is centred on the line between the current location of the ball-marker and the final landing spot. If the current location of the ball-marker is a model, measure the scatter distance from the edge of the model s base. If there is terrain along the ball-path then the ball reacts as shown in the Terrain rules, otherwise place the ball-marker centered on the final landing-spot. Core Rules - 25

23 3" Ox has tried to pass the ball to a teammate but has missed. The ball scatters from the target friendly model using the kickscatter template. To determine the final landing-spot, Ox positions the kickscatter template on the target-friendly model with the centre line pointing in the direction of the original Kick. 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. Roll [1D6] to determine the distance that the ball-marker scatters. Roll another [1D6] to determine the direction in which the ballmarker scatters. The ball-marker s final landing-spot is determined by measuring the scatter-distance in the scatter-direction from the current location of the ball-marker. Once you have determined the final landing-spot, the ball-path is centred on the line between the centre of the kicking model and the final landing spot. If there is terrain along the ball-path then the ball reacts as shown in the Terrain rules, otherwise place the ball-marker centered on the final landing-spot. Ball Path Ox determines the ball-path to the final landing spot and groans as he notes that Greyscales is cunningly in the right place to intercept the miskick. 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. Throw-Ins If the ball-marker leaves the Pitch during a game for any reason, the game continues as the enthusiastic crowd quickly throw or boot a spare ball back into play. If any part of the ball-marker s 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. The ball-marker may not be intercepted from a throw-in Guild Ball

24 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. When a model is within an enemy model's melee zone and LOS, it is engaged by that model. A model can engage or be engaged by any number of enemy models. Shank is engaging Salt and Kraken with his [2 ] melee zone, but is not engaging Siren because he doesn t have LOS to her. Shank is not engaged by Salt s [1 ] melee zone but is engaged by Kraken s [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. 2. Generate a dice-pool using the active model s current TAC; apply any applicable bonuses or penalties. 3. An Attack is resolved as a [target model s current DEF] TN test. 4. Determine the net-hits for the Attack by deducting the target model s 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 model s 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 42. Brisket declares an Attack against Salvo. Salvo is within her melee zone of [1 ] and LOS. Brisket uses her TAC [4] to generate a [4D6] dice-pool. Salvo has DEF [4+], so any Attacks made against him require a [4+] TN test. Brisket rolls her dice-pool of [4D6] against the [4+] TN and gets 2, 4, 4, 6, which generates [3] hits. Salvo has [1] ARM which reduces the number of hits by [1]. Brisket s Attack has generated [2] net-hits and so is a success; she may now use the [2] net-hits to generate a result using her Playbook. Core Rules - 27

25 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. Ox is beating on Angel, but she has back-up. Luckily, Ox also has a team mate to give him a hand. Ox gains [+1] to his dice-pool from the Ganging Up bonus because Shank is also engaging Angel, but suffers [-2] to his dice-pool from the Crowding Out penalty because Greyscales and Salt are both engaging Ox. 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. Playbook A model that makes a successful Attack applies the net-hits to their unique Playbook to determine the result or results. Brisket s Playbook is shown to the left. A Playbook is always read from left to right. The potential results are arranged in columns. Each model s Playbook is unique. T 1 2 KD Gutter makes an Attack against Tapper. She generates [1] nethit. Gutter selects the [1] DMG result, which is momentous. However, Tapper s Tough Hide reduces each Playbook damage result by [1] DMG. Therefore, in this instance no damage is caused. Since [1] DMG is the only effect of the Playbook result, all of the Playbook result s effects have been ignored, and no MP is generated. Selecting Results A single net-hit from an Attack allows the model to access the first column on the left of its Playbook. Each additional net-hit allows the model access to an additional column, counting from the left. The model selects a single result from any of the results in the available 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. Momentous results are highlighted with a colour fill on the Playbook. Momentous results generate [1] MP for the active model s team in addition to the effects of the selected result. If an ability allows a model to ignore or invalidate all effects of a momentous Playbook result then no MP is generated Guild Ball

26 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 model s 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 they run out of net-hits. 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. Common Results and Effects Brisket Size 30mm Melee Zone 1 mov tac kick def arm inf 6 /8 4 3/ /4 1 T Character Plays Brisket has rolled [5] net-hits on her Attack against Salvo. Her Playbook has four columns which means Brisket uses [4] net-hits Character Plays result COST ZONE SUSTAIN to select any single from RNG her Playbook. 1 S Yes Super Shot Brisket to inflict some pain on Salvo and so selects a [2] Thisdecides model gains [+1/+2 ] KICK. DMG result. Brisket also wants the ball, so with the remaining [1] net-hit she selects the2 /Tackle 6 result from first column of - theyes Dirty Knives her Target Playbook. enemy model suffers [-1] DEF, [1] DMG and the poison condition. Because both of these are momentous results, Brisket gains her team [2] MP. Damage (DMG) Reduce the current HP on the target enemy model by the number shown. After damage modifiers, combine all DMG results from an Attack into a single instance of damage. 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. Tackle If the target enemy model currently has possession of the ball-marker, the active model immediately gains possession of the ballmarker. If the target model is not in possession of the ball, this effect is invalid and therefore may not be chosen unless as part of a result with additional valid effects. Character Play Shown as either or, these are play-icons. Each time the active model selects a play-icon Playbook result, it may trigger a single Character Play without spending Influence. Each Character Play will indicate if it can be triggered by play-icons by showing either or in the [COST] column. A Character Play can only be triggered in this way from the Playbook by a corresponding play-icon. 2 1 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. 12 Decimate Size 30mm Melee Zone 1 mov tac kick def arm inf 6 / /6 T T /4 3 Character Plays Decimate has performed a Charge against Flint. Flint is within [4 ] of Blackheart, who has used his Commanding Character PlaysPlay. Decimate COST RNG ZONE [7] SUSTAIN Aura Character generates net-hits from the Second Attack.Wind Decimate selects a result from heryes Playbook s fifth 2 4" column, of make [3] DMG and [1 ] Targetwhich friendlyconsists model may a Jog at theaend of Dodge. its activation. This Character Play may only be used once per turn.has wrapped her Playbook, so with the single Decimate remaining net-hit the first column 6" a result - fromyes / select Thousand Cutsshe3may of her Playbook. Decimate selects result which consists of [1] Target enemy model suffers [-2] DEF aand [1] DMG. DMG and a [1 ] Dodge, which is momentous. Commanding Aura increases each Playbook damage result by [1] DMG, therefore in this instance [6] DMG is applied to Flint, and Decimate may make a [2 ] Dodge. Since one of the Playbook results was momentous, Decimate generates [1] MP for her team Core Rules - 29

27 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. 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 Guild Ball

28 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, with most models being able to access these abilities. Kraken Character Plays are used by spending Influence or triggering them with play-icons generated from an Attack. All Character Plays have the following: [Name] Each Character Play has a name by which it is referred to. [Description] This describes the Character Play and its effect. Character Plays will specify if they have a Pulse or an Aura. [COST] 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. [RNG] Shown as one of three values: [n ] This is the maximum range of the Character Play. [S] Denotes that the range is Self and may only be used on the model that triggers the Character Play. [P] Denotes that the Character Play can only be triggered as a Playbook result using playicons. This Character Play may only target the original Attack target. Silence [ZONE] This shows if the Character Play affects an area of the Pitch and what the size/type of the effect is. If this is the case, this will be shown as an AOE, a pulse or an aura. [SUSTAIN] This shows if the Character Play has effects that last until the end of the current turn. 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. A Character Play that targets an enemy model is resolved as a [target model s current DEF] TN test. Use the Character Play s cost in Influence to generate the dice-pool. The Controlling Player may choose to automatically hit friendly models with Character Plays with no TN test required. Hooper Core Rules - 31

29 Brisket has just attacked Siren. She generated [3] net-hits on her attack which gives her access to her 3rd Playbook column. She decides to use the play-icon on her 3rd Playbook column to trigger her Dirty Knives Character Play on Angel who is nearby. Brisket checks that Angel is within the [6 ] range of her Character Play and confirms LOS. Angel is a valid target and so immediately suffers the effect of the Character Play as Brisket launches a wicked looking knife through the air at her. 6" Dirty Knives Character Plays from Attacks Alternatively, it is possible for a Character Play to be triggered as a Playbook result. When a model selects a play-icon Playbook result during an Attack, it may use that result to trigger a single Character Play without spending Influence. If a Character Play can be triggered by play-icons, it will be shown in the [COST] of that Character Play. A model triggering a Character Play may target any valid model within range and LOS. A Character Play triggered from the Playbook is automatically successful with no TN test required. Sequence of a Character Play 1. The active model declares a Character Play against a target model in 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 model s 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. Ox knows he needs to do something about Kraken s heavy armour if his team are to take him out. He spends [2] Influence to use the He Ain t Tough! Character Play. Ox confirms Kraken is within range and LOS before generating his dice-pool. The cost of the Character Play is [2] Influence, with no other bonuses, Ox has a [2] dice-pool. Kraken has a [2+] DEF; Ox rolls 2D6 and gets a 1 and a 4. Kraken doesn t get to apply his ARM to the roll which means Ox has generated a single net-hit, enough for success. Kraken immediately suffers the effects of the Character Play. Common Character Play Bonuses and Penalties Crowding Out When making a Character Play, the active model suffers [-1] dice-pool for each enemy model, other than the target enemy model, engaging the active model Guild Ball

30 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. 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. Fire Blast 8" An AOE Character Play triggered from the Playbook is automatically successful with no TN test required. Sequence of an AOE Character Play 1. The active model declares an AOE Character Play and pays the applicable cost. 2. Position a circular template (with a diameter equal to the size of the AOE) with the centre of the template within the range of the Character Play. 3. If required, for each model within the AOE template, in an order determined by the active model: 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 [model s 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 of the worst of the blast and is unaffected. 4. If the AOE Character Play has an ongoing-effect, mark the AOE zone with a template. Mercury smiles as he uses a Fire Blast ; he spends [2] Influence, the cost of the Character Play. 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 Character Play. If he was triggering this Character Play from a Playbook result (following an Attack) then all three of the Butchers would be automatically hit and suffer the effects of the Character Play! However, Mercury has paid Influence to use this Character Play and so must test to see who is affected and who isn t. For each model within the template, Mercury gathers a dice-pool based on the Influence cost of the Character Play, in this instance [2]. He may choose to spend MP on Bonus Time! to add a further die to the pool, but must do so individually for each model. After resolving the Character Play against all three Butchers, Mercury leaves the [3 ] template in place, as Fire Blast has an ongoing-effect until the end of the turn 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. KD Mercury s Fire Blast leaves a [3 ] AOE on the Pitch until the End Phase of the current turn. Models entering or ending their activation within the AOE suffer the ongoing-effect of the Play; in this case the burning condition. Both Ox and Boar move out of the [3 ] ongoing-effect AOE and so do not suffer the burning condition. Katalyst charges Brisket, when he enters the AOE he suffers the burning condition. Katalyst inflicts the knocked-down condition on Brisket thus she is unable to leave the AOE during her activation and so she suffers the burning condition at the end of her activation. Core Rules - 33

31 Heroic and Legendary Plays Heroic and Legendary Plays are something special that only really talented models have the ability to perform. Heroic Plays Heroic Plays cost [1] MP to use. Heroic Plays may only be used once per turn. 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 are not recharged when models are returned to play using the Icy Sponge rule) Guild Ball

32 Momentum In a game of Guild Ball, a team s 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 and the free-ball is there as a result of a Kick, Goal Kick, or if it was placed, by that team s Controlling Player. Mallet 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. Pass the Ball When a model makes a successful Pass that targets a friendly model the friendly team gains [1] MP. Take Down When a model inflicts the taken-out condition on an enemy model, the friendly team gains [1] MP. Playbook When a model selects a momentous result during an Attack, the friendly team gains [1] MP. Boar Core Rules - 35

33 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. Scoring a Goal! A model that wants to make a Shot on goal must spend [1] MP in addition to any Influence cost. Tapper 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. Sakana 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: Give n Go The active model may spend [1] MP to immediately make a [4 ] Dodge. Pass n Move 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. Marbles It is possible to score a Screamer! with a Snap Shot! Guild Ball

34 Run the Length! 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. 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. Casket 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 a 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. 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. Core Rules - 37

35 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. How Much and Placement There are no set rules for how much terrain and ground to use, as Guild Ball can be played anywhere; from a purpose built pitch to a town square, on an old battleground or in some old ruins even in a pig field! Just be sure to agree with your opponent to define the terrain before starting the game. Fangtooth If you would like to see guidelines on the amount of terrain and ground to use during a game, these are detailed in the Mob Football Association Organised Play Document, which suggests a reasonable amount of terrain and ground to have on a Pitch. It also suggests appropriate sizes for each type of terrain and ground. Check out for this document. Definitions of Terrain and Ground It is possible to use many and varied types of terrain and ground in a game of Guild Ball. For each piece of terrain or ground, agree with your opponent what type it is. 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. Types of Ground Jac 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 don t 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 enters 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. Chisel A model that enters 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 Guild Ball

36 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 e.g. things such as crates, statues, platforms, wagons, boulders, and bales of hay. Rage 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 model s base. Models may never Advance over an Obstruction during a Sprint or Charge. While a Player is in control of another Player s 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. Barrier A barrier is an impassable terrain feature, usually due to height. This includes things such as cliffs, buildings and boulders. Dirge A model within [1 ] of the edge of a barrier benefits from cover. A barrier blocks LOS. A model may not move or be placed into or on a barrier. The ball-marker may not be placed on a barrier; if the final landing-spot 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] dice-pool. 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. Compound Core Rules - 39

37 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. Each Player has a number of Guild Plots that they may try to achieve for an in-game benefit. At the beginning of the game, decide which Season of Guild Plots you are going to use for the game. Each Player randomly draws five Guild Plots from the shared deck of Guild Plots. After review, each Player must discard two, leaving them with three Guild Plots. Guild Plots are usually kept secret until they are revealed by the Controlling Player. Each Guild Plot describes a and a. When the is satisfied or met, the Player may immediately claim the. Guild Plots must be immediately revealed after satisfying the in order to claim the. Decimate s may not be retrospectively claimed later in the game. If a is met but the is not claimed, the must be re-met again to claim the. If this is not possible (e.g. concede the first goal) to be re-met, then the Plot is effectively lost Guild Ball

38 Season Two Guild Plots Immediate Response An enemy model inflicts the taken-out condition on a friendly model or scores a goal. The friendly team gains [2] MP. Steamroller A friendly model declares a Charge against an enemy model. The Charging model gains Anatomical Precision or Forceful Blow for the Attack action. [Anatomical Precision] During an Attack from this model enemy models suffer [-1] ARM. [Forceful Blow] During a Charge, in addition to one or more Playbook damage results, the targeted enemy model suffers a [2 ] Push directly away from this model and [2] DMG. Give as Good as You Get! A friendly model declares a Counter- Attack. The friendly model gains [+2] TAC for the duration of the Counter-Attack. Too Flash An enemy model uses a Teamwork momentous action. Mark the enemy model with a flashtoken. A friendly model that declares a Charge against the marked model may remove the flash-token to pay [2] less Influence for the Charge. Husbandry A friendly [Mascot] suffers the takenout condition. In the next Maintenance Phase return the friendly [Mascot] to play as if it had removed an Icy Sponge token. The [Mascot] returns with [1] HP. Damage Sponge An enemy model declares an Attack against a friendly model. The friendly model gains [+1] DEF for the duration of the Attack. Get it Back! A friendly model suffers a Tackle and loses possession of the ball-marker. The friendly team gains [1] MP. Nuts! An enemy model declares a Parting Blow. The friendly model targeted by the Parting Blow gains Close Control for the remainder of the turn. [ Close Control ] Once per turn this model may ignore the first Tackle Playbook result against it. Home Crowd You lose an initiative-roll and do not have the first activation of the turn. At the end of the current Maintenance Phase the friendly team gains [1] MP. One Touch Football A friendly model receives a successful Pass and does not use a Teamwork momentous action. The friendly model may immediately make a Pass without spending Influence. Tracking Back A friendly model ends its activation within [4 ] of the friendly goal-post. The friendly model gains Goal Defence for the remainder of the turn. [ Goal Defence ] An enemy model that makes a Shot suffers [+1] TN to the Shot while this model is within [4 ] of the friendly goalpost. Tap In A friendly model makes a Shot while within [4 ] of the enemy goal-post. The friendly model gains [-1] TN to the Shot. Core Rules - 41

39 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, Ratchet s Heroic Play Overclocked states: Choose a target friendly [Mechanica] model within [4 ] that hasn t activated, it may Sprint or Charge without spending Influence during its next activation. At the end of its activation it suffers the taken-out condition. Overclocked references two specific steps. At the end of its activation indicates the timing step at which the Overclocked model suffers the taken-out condition. Additionally suffers the takenout condition indicates that step 1 of the Sequence of Taking a Model Out is skipped, so do not reduce the Overclocked model s HP to 0. Sequence of an Activation 1. Start of activation The first effects and abilities that are resolved when a model activates. Sequence of a Jog or Sprint 1. Declare A Player states intention to Jog or Sprint and calculates bonuses, penalties and restrictions. 2. During activation A model may make actions. 3. End of activation Effects and abilities that trigger when an activation ends. 2. During Advance Effects, abilities, bonuses and penalties that trigger while Advancing. 3. End Advance Effects and abilities that trigger when an Advance ends Guild Ball

40 Sequence of a Charge 1. Declare A Player states intention to Charge and calculates bonuses, penalties and restrictions. Sequence of an Attack 1. Declare A Player states their intention to make an Attack with a model Response Opponent s opportunity to declare reactions Response Opponent s opportunity to declare reactions. 2. During Advance Effects, abilities, bonuses and penalties that trigger while Advancing Check for a successful Charge Is the Charging model engaging the target model? 3. End Advance Effects and abilities that trigger when an Advance ends. 4. Make Attack Refer to step 2) Attack process of the Sequence of an Attack. 2. Attack Process 2.1. Generate dice-pool The dice-pool may not be reduced to Bonus Time! The Player may use Bonus Time! 2.3. Roll Dice! Net Hits 2.4. Calculate Damage Modifiers Sequence of Taking a Model Out 1. A model has been reduced to 0 HP Effects and abilities that trigger when a model is reduced to 0 HP Select Playbook results 2.6. Apply Playbook results Apply valid Playbook effects, Character Traits, and gain MP for momentous Playbook results 2. Suffer the taken-out condition Effects and abilities that trigger when a model suffers the taken-out condition 3. Check for taken-out Has a model been reduced to 0 HP? 3. Remove model from the Pitch 4. Generate Momentum and VPs Gain any MP for inflicting the taken-out condition. Gain any VP for inflicting the taken-out condition. 4. After the Attack is Resolved Effects and abilities that trigger when an Attack ends. Core Rules - 43

41 The Big League Introduction Welcome to The Big League! Here, you will find all the information and rules you need to combine your games of Guild Ball into an exciting, ongoing campaign. Still playing the role of team coach, not only will you take control of the action on the field but you will also be immersed in the shadowy dealings behind closed doors. Only the most skilled coaches will be crowned victorious. The Big League campaign system is designed for groups of 8 12 players, but of course every group is different, so feel free to adjust the system to suit your particular group. How it works During the course of a campaign, coaches will play League Matches against each other and gain League Points (LP) by winning these games. League Matches are played in accordance with the standard Guild Ball rules with one exception: replace the core rules for Plot cards with the campaign rules on page 55. Midas By including special Guild Plot cards in their deck, coaches will be able to gain Campaign Points (CP) by fulfilling certain requirements either in-game or between fixtures. From playing league matches and using Guild Plots, coaches will also gain Favours during the course of campaigns and can use these to purchase elite equipment, gain rerolls and even loan players from other teams. All of which means that the path to victory is varied, and so campaigns have been designed to generate three winners: League Champion The coach that accrues the most League Points during the course of the campaign is declared the League Champion and is the overall winner of The Big League. To win in this way takes great skill and an ability to play Guild Ball on the pitch, as well as a modicum of good fortune along the way. Ox Master Strategos The coach that accrues the most Campaign Points during the course of the campaign is declared the Master Strategos. To win this title takes a combination of planning, cunning and a very ruthless streak. Master of Shadows The coach that spends the most Favours during the campaign is declared the Master of Shadows. To earn this accolade takes dedication, tight negotiation skills and an eye for opportunity. Blackheart The Big League - 51

42 Setting Up There s no getting away from it: every Big League campaign needs someone to take the organisation role. Called the Longshanks, this awesome person will help organise matches, record results and track the in-campaign progress. The amount of paperwork is really quite small so the Longshanks can (and should) still play, of course! Coin A simple spreadsheet is all the Longshanks needs to record League Point and Campaign Point totals, tally Favours spent to-date, Guild Campaign Cards unlocked and, of course, the overall standings. Further to this, the Longshanks must generate the fixture list at the beginning of each campaign and track which fixtures have been played. In a standard length campaign, each coach must play one game against all the other coaches. Each group will need access to a set of Guild Ball Season 2 campaign cards and each coach will need a set of Guild Ball Season 2 Plot Cards. Larger groups, or multiple instances of the same Guild being played, will need multiple sets for obvious reasons. Flask A sample spreadsheet and all the various cards are available to download from (for free!) or commercially available in your FLGS Guild Ball

43 League Play Play During a campaign, coaches will face each other across the Guild Ball pitch in a series of regular League Matches. The Longshanks determines the frequency of how often League Matches are played. As most groups tend to have a defined weekly gaming night already, the default League Match requirement is set at one per week. At the very beginning of the campaign the Longshanks draws up the fixtures and publishes the order in which games must be played. This allows coaches to carefully plan their campaign and save Favours for those critical matches. Coaches make arrangements with their appointed opponent for that week. If it is not possible to play a fixture within that time frame, then the Longshanks must be informed and the fixture rearranged. All coaches in the campaign must be advised of any fixture changes. League Points The results of each League Match determine the League Points accrued: Stave Winner gains [3] LP Loser gains [0] LP League Matches are not played using a clock and so timely play and good sportsmanship are required. In the event that a match cannot be completed for whatever reason, the match is abandoned and both coaches record a loss unless the Longshanks is happy to rearrange the fixture. Tracking After each League Match, coaches must inform the Longshanks of the Overall Result (who won), the Victory Points total for each coach, and the Campaign Points earned by each coach. The total accrued League Points for each coach determines the league standings. In the event of two coaches scoring the same number of LP s the Longshanks should apply the first tiebreaker. If coaches are still tied then the Longshanks should additionally apply the second tiebreaker. First Tiebreaker The coach with the highest cumulative total VP s. Second Tiebreaker The coach with the best VP difference (calculate the net VP s scored by a player by subtracting the cumulative VP s scored against them from the cumulative VP s scored by them). The Longshanks should update the league table after each week s set of results have been recorded and publish the new standings along with confirming the following week s fixtures. Cosset The Big League - 53

44 Campaign Points Play In The Big League, there is no let up for coaches in between League Matches. There are secret deals to be done with other coaches, plotting and planning team rosters for the next League Match, trading Favours for special equipment, even loaning players to other teams to help further your own cause! To be successful, coaches need to be busy before facing their next opponent. Moments Accruing Campaign Points allows coaches to progress through the campaign's narrative Moments. Moments are the chapters in the campaign story; each Moment signifies an important milestone on the path to victory that coaches must follow. Gaining access to the next Moment allows coaches to unlock better and more potent Guild Plot cards, which help to make each subsequent game more exciting than the one before. Greyscales Certain Guild Plot Cards will reward coaches with CP instead of an immediate in-game benefit. To open up the next Moment, coaches must simply accrue enough CP to meet the threshold requirements as shown below: Threshold Moment Benefit [0] CP Plotting [x1] new Guild Plot Card unlocked [20] CP Planning [x1] new Guild Plot Card unlocked [40] CP Opening Gambit [x1] new Guild Plot Card unlocked [60] CP Best Laid Plans [x1] new Rare Plot Card unlocked [80] CP Consolidate [x1] new Guild Plot Card unlocked [100] CP Fully Committed Now [x1] new Guild Plot Card unlocked [120] CP Next Steps [x1] new Guild Plot Card unlocked [140] CP All Coming Together Nicely [x1] new Rare Plot Card unlocked [160] CP No Room For Manoeuvre [x1] new Rare Plot Card unlocked [180] CP Final Day [x1] new Rare Plot Card unlocked [+20] CP after Driving the Advantage [x1] new Rare Plot Card unlocked Hoist When coaches report match results to the Longshanks, they will also record the number of CP gained. The Longshanks will confirm when a Moment has been accessed and the coach will be able to select a new Plot Card from the Guild Ball Season 2 campaign cards and add it to their own deck. It is possible for a coach to unlock multiple Moment thresholds at the same time Guild Ball

45 Campaign Sequence Following the frequency of League Matches set by the Longshanks, every campaign follows the same sequence per League Match: 1. Warm-up Coaches build their Guild Plot deck for the upcoming match. 2. Match Day Coaches play their fixture. 3. Results & Fixtures Coaches record results with the Longshanks and calculate LP/CP. The Longshanks dispenses any Favours gained by coaches. The Longshanks updates the league standings and confirms the following fixtures. 4. Wheeling and Dealing Coaches plan their strategy for their next opponent and spend Favours accordingly. Warm-Up Boiler During the Warm-Up, coaches will build a deck of Plot cards that should help to further their cunning plan for victory. Guild Plot Cards Each coach has a pool of cards available to them to select from. As the campaign progresses, coaches will gain additional cards that are added to their pool. Groups that use the Guild Ball Season 2 Campaign Cards set will have multiple versions of the more commonly used cards. Coaches begin the campaign with access to any Guild Ball Season 1 or 2 Guild Plot cards from the core game and any of the Common Campaign Plot Cards found in the Guild Ball Season 2 Campaign Cards set. Salt Additionally, every coach may select [1] Guild Specific Plot Card (from their Guild of course!) to be added to their pool at the start of the campaign. This choice of card must be recorded with the Longshanks. Once chosen this card cannot be changed, so coaches are encouraged to choose wisely. Further Guild Specific Plot Cards may be unlocked throughout the campaign. Building a deck To build a deck, coaches select any 12 Plot cards from their available pool of cards. The pool of cards is made up of the following: Any Guild Ball Season 1 or 2 Guild Plot cards Any of the 10 Common Campaign Plot Cards Any unlocked Guild Specific Plot Cards (all coaches start with at least 1) Any unlocked Rare Plot Cards Mash The Big League - 55

46 Match Day Coaches play their League Match fixture against their opponent. It must be made clear to each coach that the game to be played is a League Match and not a friendly. At the beginning of the League Match, coaches must show their 12 Plot Cards face-up so their opponent knows what cards may be drawn for the upcoming game. Calculus Each coach then shuffles and deals themselves [7] Plot cards from their own deck. After consideration, each coach then discards [2] Plot cards (facedown) to leave [5] Plot cards in their hand for use during the League Match. Results & Fixtures The coaches shake hands and congratulate each other on a hard-fought game. In The Big League there are no draws, you either win or you lose. After the game has finished, coaches shall discuss and record the events of the game. When both coaches are happy and agree with the details, this information is passed to the Longshanks. Details to be recorded are: League Points gained (winner/loser) VPs gained (for each coach) Campaign Points gained (for each coach) Honour Any Favours gained from the game (for each coach) Wheeling & Dealing After League Matches have been played and the Longshanks has recorded the information, coaches are free to start spending Favours. Mainspring Favours Favours are symbols of the powers-that-be trying to influence the games from the shadows. It is important to the Guilds that The Big League is seen as competitive, for fear of the masses losing interest once their team has suffered some setbacks. Mysterious agents operate in the shadows, dispensing critical aid to subtly try and tip the balance. Coaches gain Favours as follows: [+3] Favours if you lose a League Match [+1] Favour if you win a League Match [+1] Favour if you played a coach who had more LP than you [+2] Favours if you beat a coach who had more LP than you Princess Favours are represented by the relevant card found in the Guild Ball Season 2 Campaign Cards set Guild Ball

47 Spending Favours Maximum Favours that may be spent per game [5]. Favours may be used to fuel shady deals, obtain specialist equipment, bribe officials just about anything really. The most common ways Favours are used are: To buy Sponsorships To facilitate Player Loans To gain Campaign Points To buy Guild Plots from other coaches Bonesaw Sponsorships Sponsorships represent elite equipment, training methods or mysterious supplements; these are supplied by interested merchants and tradesmen hoping their product will rise in popularity and make them rich beyond their wildest dreams. A team requires permission from their Guild council to take on a Sponsorship. This requires the coach to use [1] Favour to obtain the sign-off required. Coaches give the Longshanks the Favour they wish to spend and inform him of the Sponsorships they wish to purchase. Sponsorships must be used in the next League Match played and last until the end of that game. To use Sponsorships in a League Match, they must be declared and shown to the opposing coach during the set-up before the Pre-Game Sequence commences. Failure to do so means the Sponsorship may not be used and is lost. During any Maintenance Phase a coach may reveal any number of unused Sponsorships. The coach will apply each revealed Sponsorship to a friendly model. A model which gains one or more Sponsorships gains the stated benefit(s) until the end of the current turn. When the League Match has concluded, all Sponsorships are considered used and should be returned to the Longshanks. This includes Sponsorships purchased but not used during the course of the League Match. Use them because you will lose them is the motto! Hemlocke Coaches may not purchase or use multiple copies of the same Sponsorship. [+1] TAC and [+1] ARM [+1] DEF [+2/+0] INF [+2 /+2 ] MOV Re-roll Shots [+0/+4 ] KICK while making Passes [+2] DEF against Parting Blows [+4 ] Dodge when Running the Length [+4 ] Dodge when Give n Go or Pass n Move Colossus The Big League - 57

48 Loans Coaches may facilitate the temporary loan of players to another team. This requires some serious inter-guild negotiations and approvals. Snakeskin Coaches that wish to borrow a model on loan must use [3] Favours to make this happen. All loans are optional, and both coaches must agree to the model being loaned. Upon a successful agreement, coaches must give [2] Favours to the lending team s coach and [1] Favour to the Guild council (discarded back to the bank) for allowing the deal to go through. Models with the [Captain] or [Mascot] type may not be loaned. Models loaned in this way ignore all Guild restrictions where Picking a Team. The lending coach may not use this model in a League Match while it is out on loan. Players are encouraged to be sensible when it comes to the actual physical model. Accidents can happen so please consider using a paper-doll (available for download from com) or a suitable proxy to represent the borrowed model. Opponents and the Longshanks must be comfortable with any proxy model used. Campaign Advancement Coaches who want to accelerate their devious plans and machinations (and unlock some the more potent Plot cards) can boost their progress through the campaign by spending Favours. Coaches may spend [1] Favour per Wheeling & Dealing phase to gain [+5] CP. Trade Guild Plots There is nothing that can t be sold or traded in Guild Ball. Coaches may swap unlocked Plot cards between themselves if they wish. Whilst no Favour is required for this exchange, sometimes hard negotiators can squeeze some extra value out of a deal. Coaches must notify the Longshanks of any card trades to accurately update each coach s unlocked cards. Shark Sometimes it s simpler to buy someone else s Plot cards. Coaches may offer to buy unlocked Plots cards from each other. Coaches may offer up to [5] Favours to purchase a Plot card from another coach. Remember to notify the Longshanks of any card trades. Final Day of the Season After the final League Matches have been played and the totals tallied up, it s down to the Longshanks to declare the winners. Coaches who competed but did not win a title during this campaign now gain [5] Favours for use in the next campaign. Ghast 58 - Guild Ball

49 Plots Season Two Common Campaign Plots The Beautiful Game Win the game without inflicting the takenout condition. You gain [10] CP. Winning Ugly Win the game without scoring a goal. You gain [10] CP. Defensive Drills A friendly model uses Defensive Stance. You gain [5] CP. Double Down Inflict the taken-out condition on the same model twice in the same game. You gain [10] CP. One with the Left, One with the Right Score two goals with the same model in the same game. You gain [5] CP. Two footed Tackle A friendly model inflicts the taken-out condition on two different enemy models in the same game. You gain [5] CP. Starting from the Back A friendly model performs a Tackle and a Pass in the same activation. You gain [5] CP. One for the Crowd A friendly model makes a Snap Shot!. You gain [5] CP. Statement of Intent A friendly model uses a Legendary Play or Heroic Play. You gain [5] CP. It s Unbelievable Geoff! A friendly [Mascot] inflicts the taken-out condition or scores a goal. You gain [10] CP. Katalyst Spigot Salvo The Big League - 59

50 Season Two Rare Campaign Plots Brick Brisket Homework Done This card may be played at any time after deployment but before kick-off. Effect Place a vengeance-token on an enemy model. A friendly model making an Attack targeting the marked enemy model may remove the vengeance-token to gain [+4] net-hits to that Attack. If the marked enemy model is takenout by this Attack you gain [15] CP and [1] Favour. Blind Eye This card may be played when a friendly non- [Mascot], non-[captain] model suffers the taken-out condition. Effect When this model would return to the Pitch, instead choose any other friendly non- [Mascot], non-[captain] model from your roster that is not currently on the Pitch. The new model enters play as if it had received an Icy Sponge token. The new model enters play with full HP. Poisoned Chalice A friendly [Loaned] model suffers the takenout condition. The friendly team gains [2] MP. You also gain [25] CP and [1] Favour. Jumping the Whistle This card may be played at any time during a friendly activation except while resolving an action. Effect All friendly models may immediately make a [2 ] Dodge. He Did What!?" Activate a friendly model Choose another friendly model. It may immediately activate after this model has ended its activation if able to do so. You also gain [10] CP and [1] Favour. From the Half Way Line Activate a friendly model This model gains [+1/+2 ] KICK for the remainder of the turn. You also gain [10] CP Guild Ball

51 Alchemist's Guild Campaign Plots Hidden Knowledge Both Players have selected their Guild Plots. You may look at [1] random Guild Plot from your opponent s hand. You also gain [5] CP. Lead to Gold The friendly team has more MP than the opposing team in the End Phase. Select [1] ongoing-effect AOE. This AOE is not removed in this End Phase. You also gain [1] Favour. Mixology An enemy model is suffering [2] different conditions at the same time. You gain [10] CP. Smoke and Mirrors An enemy model declares an Attack against a friendly model. After the Attack is resolved, the friendly model may make a [2 ] Dodge. You also gain [10] CP. Blindingly Obvious A friendly [Calculus] successfully hits an enemy model with Blind. The friendly team gains [2] MP. You also gain [5] CP. Checking for Blood A friendly [Venin] inflicts the bleed condition on an enemy model. You gain [10] CP. Experimental Mix A friendly model uses an AOE Character Play. That Character Play gains [+3] DMG. Models hit by the Character Play additionally suffer the bleed condition. Models entering or ending their activation within the AOE additionally suffer the bleed condition. Rare Campaign Plot Recipe for Success The friendly team scores [2] goals in the same turn. You gain [15] CP. The Big League - 61

52 Brewer's Guild Campaign Plots Barroom Brawl The friendly team has [4] or more MP. Friendly models may use their Heroic Plays without spending MP for the rest of the turn. Rare Campaign Plot Off-Kilter A friendly model fails a Pass that targeted a friendly model. The targeted model may make a [2 ] Dodge directly towards the ball-marker, after the kick-scatter has been resolved. You also gain [5] CP. Down and Out An enemy model suffers the taken-out condition while suffering the knockeddown condition. You gain [10] CP. Bad Pint An enemy model suffers a total of [6 ] of Push movement during a single friendly activation. The friendly team gains [2] MP. You gain [10] CP. Over the Line An enemy model suffers the taken-out condition as a result of leaving the Pitch. You gain [15] CP. All Fall Down An enemy model suffers a Push that moves it into base contact with another enemy model. Both enemy models immediately suffer the knocked-down condition. Feeling the Heat A friendly [Stoker] declares an Attack against an enemy model that is suffering the burning condition. You gain [1] Favour and [10] CP. Remembering the Old Grumpy Cat A friendly [Scum] starts the Maintenance Phase more than [4 ] from a friendly [Tapper]. The friendly [Scum] gains Counter- Charge and Follow Up for the remainder of the turn. Counter Charge -Once per turn when an enemy model ends its Advance within [6 ] of this model, if this model is not engaged this model may immediately make a Charge targeting the enemy model. Follow Up - When an enemy model ends an Advance that caused it to leave this model s melee zone, this model may immediately make a Jog directly towards that model Guild Ball

53 Butcher's Guild Campaign Plots Hangry? A friendly [Mascot] causes damage to an enemy model with the [Human] or [Animal] type during its activation. The friendly [Mascot] may make an additional Attack without spending Influence during this activation. You also gain [5] CP. Slick with Blood An enemy model suffers the taken-out condition. Position a [3 ] ongoing-effect AOE in contact with the taken-out model s base. This AOE is fast-ground. You also gain [10] CP. Bone Crunching Tackle An enemy model suffers damage from an Attack while in possession of the ball-marker. The enemy model suffers the knockeddown condition. If the ball-marker scatters from the enemy model, it scatters double the distance rolled. You also gain [5] CP. In Erskirii, The Hook Suffer You A friendly [Meathook] declares a Charge against an enemy model. The friendly [Meathook] s Melee Zone is [2 ] for the remainder of the turn. Bloodbath A friendly model inflicts the taken-out condition on an enemy model. The friendly model gains Berserk until the end of the turn. Berserk - During its activation, if this model damages an enemy model with an Attack, this model may make an additional Attack without spending Influence. This ability cannot generate a further additional Attack from itself. Rare Campaign Plot Leaving the Boot In... During its activation, a friendly model successfully Tackles an enemy model. The friendly model may make an additional Attack without spending Influence during this activation. You also gain [5] CP and [1] Favour. Ye Olde Pain Train A friendly [Boar] starts his activation engaged by at least one enemy model. The friendly [Boar] gains an additional activation this turn. Tough Meat The friendly team inflicts the taken-out condition on an enemy [Captain] and an enemy [Mascot] in the same game. You gain [15] CP. The Big League - 63

54 Engineer's Guild Campaign Plots Transmission A friendly model makes a successful Pass to another friendly Guild model. The receiving model gains [1] Influence and an additional activation this turn. Rare Campaign Plot Spring-Loaded A friendly [Mechanica] model makes an Attack. The friendly model gains [+2] TAC for the duration of this Attack. You also gain [10] CP. Creation/Destruction A friendly [Mechanica] model that has suffered the taken-out condition returns to the Pitch. You gain [10] CP. Synchronicity A friendly [Mechanica] model makes a Snap Shot! from a successful Pass from a friendly [Mechanica] model. You gain [15] CP. Bolt Action A friendly model damages an enemy model using a Character Play. The friendly model may use that Character Play again during this activation without spending Influence, regardless of restrictions. All About the Base A friendly [Colossus] receives a successful Pass. The friendly [Colossus] gains Sturdy for the remainder of the turn. You also gain [5] CP. Sturdy Once per turn this model may ignore the first knocked-down condition placed upon it. Tickets to the Gun Show A friendly [Ratchet] uses Blast Earth twice in the same turn. You gain [5] CP and [1] Favour. Mokojin A friendly [Hoist] successfully hits an enemy model using True Replication. The friendly team gains an amount of MP equal to the COST of the chosen Character Play Guild Ball

55 Fisherman's Guild Campaign Plots Sea Breeze A friendly model makes [2] Dodge movements in a single activation. The friendly model may immediately make a [2 ] Dodge. You gain [5] CP. Catch of the Day A friendly model makes a successful Pass to another friendly model. The receiving model may immediately spend [1] MP to make a Pass without spending Influence. Baiting Up A friendly model in possession of the ball-marker ends its activation engaged by an enemy model. You gain [10] CP and [1] Favour. Chumming the Water A friendly model that has less than [8] current HP scores a goal. You gain [15] CP. Showboating A friendly model scores a goal while in base contact with the goal-post. You gain [10] CP. The friendly team gains [1] additional MP. Popular A friendly [Salt] scores a goal. The friendly [Salt] may immediately make an [8 ] Dodge and gains [+1] DEF for the remainder of the turn. Slippery Fish A friendly [Angel] is allocated at least [1] Influence during the Maintenance Phase. The friendly [Angel] gains Escaping Fate until the end of the turn. Escaping Fate - Once per turn when this model is reduced to [0] HP, before suffering the takenout condition, this model may recover [1] HP, remove all conditions, and make a [4 ] Dodge. Captain on Deck! The friendly team has [3] or more MP. The friendly team may reroll missed Kicks for the remainder of the turn. Rare Campaign Plot The Big League - 65

56 Hunter's Guild Campaign Plots Signal Flare A friendly [Captain] model uses a Character Play that targets another friendly model. Friendly Guild models may generate [1] MP from successful Character Plays that target enemy models for the remainder of the turn. Rare Campaign Plot Favour of the Sun Father There are [4] enemy models suffering the snared condition at the same time. You gain [10] CP and [1] Favour. Hit the Mark A friendly model hits an enemy model using a Character Play. You gain [15] CP. Swift as Shadows A friendly model makes a successful Pass to another friendly model. The receiving model may use Pass n Move without spending MP. You also gain [5] CP. Bear Foot Training During its activation, a friendly model successfully Tackles an enemy model. During that activation, the friendly model may make a Pass without spending Influence. You also gain [10] CP. Rascally Rabbit A friendly model inflicts the taken-out condition on an enemy [Mascot]. You gain [10] CP. Traps, Traps Everywhere! Activate a friendly [Chaska]. During the friendly [Chaska] s activation this turn, the Controlling Player may place [2] trap-markers instead of [1]. You also gain [10] CP. And His Name Is... A friendly [Seenah] inflicts the takenout condition on an enemy model. The friendly [Seenah] gains [+2/+0] INF during the next Maintenance Phase Guild Ball

57 Mason's Guild Campaign Plots Bonded A friendly model ends its activation with at least [1] Influence. The friendly model immediately loses [1] Influence. You may immediately allocate [1] Influence to a friendly model within [4 ] of that model. You also gain [5] CP. Building Play A friendly model is targeted by another friendly model using a Character Play. The friendly team gains [1] MP. You also gain [5] CP. Laying the Foundation A friendly model makes a successful Pass to another friendly model. You gain [10] CP. Hunker Down A friendly model is targeted by an enemy model using a Character Play. You gain [1] Favour and [5] CP. Rock of Ages A friendly model uses Take a Breather!. The friendly model gains Stoic for the remainder of the turn. You also gain [10] CP. Stoic Once per turn this model may ignore the first Push that it suffers. Distant Friends A friendly [Tower] uses Protect Those Close. The friendly [Tower] s Protect Those Close aura becomes [4 ] for the remainder of the turn. Sister Act A friendly [Harmony] ends her activation engaging an enemy model. Friendly [Mason] models gain Assist [Harmony] for the remainder of the turn. Assist - When making an Attack against an enemy model engaged by the friendly named model, this model gains [+1] TAC and [+1] DMG to Playbook damage results. Solid Foundations In the End Phase there are [2] other friendly [Mason] models within [2 ] of the friendly [Captain]. These [3] models gain [+1] ARM for the duration of the next turn. Rare Campaign Plot The Big League - 67

58 Mortician's Guild Campaign Plots Delaying the Inevitable Play this card during the Maintenance Phase before any Influence is allocated. The friendly team automatically wins the next initiative-roll. Rare Campaign Plot Shroud An enemy model declares a Parting Blow against a friendly model. The friendly model gains [+2] ARM for the duration of the Parting Blow. You also gain [10] CP. Angry Dead A friendly model suffers the taken-out condition. The friendly model may immediately make an Attack without spending Influence before being removed from the Pitch. You also gain [10] CP. Paying Respects A friendly model suffers the taken-out condition from an enemy Attack. After the Attack is resolved, the enemy team loses [2] MP. You gain [5] CP. Deathly Pallor A friendly model hits an enemy model using a Character Play. You gain [15] CP. Bella Tricks A friendly [Dirge] ends its activation within [8 ] of a friendly [Cosset]. Place the friendly [Cosset] in base contact with the friendly [Dirge]. Room for Two A friendly [Casket] uses Casket Time. This model may use its Legendary Play [1] additional time during this game. You also gain [5] CP. Unsettled Debts A friendly model suffers the taken-out condition. The friendly team gains all MP generated from Take Downs for the remainder of the turn. You also gain [1] Favour Guild Ball

59 The Union Campaign Plots Show me the Money! A friendly model makes a Sprint and scores a goal in the same activation. You gain [10] CP and [1] Favour. One for the Money The friendly team gains [1] or more MP. Spend [1] MP to immediately allocate [1] Influence to a friendly model. You also gain [5] CP and [1] Favour. In the Small Print A friendly model returns to play with [2] Icy Sponge tokens. You gain [15] CP. Payday The friendly team scores [6] or more VPs in a single turn. You gain [15] CP. Going Rogue At the end of the Maintenance Phase choose a friendly model that is more than [8 ] from the friendly [Captain]. That model is allocated [1] Influence. Decimated A friendly [Decimate] starts her activation within the opponent s half of the Pitch. The friendly [Decimate] gains Crucial Artery for the remainder of the turn. Crucial Artery - When damaged by this model enemy models suffer the bleed condition. Route One A friendly [Greede] is attached to a friendly [Avarisse]. The friendly [Avarisse] makes a Pass that targets a target-spot. After the scatter is resolved, if the ballmarker is a free-ball, place the friendly [Greede] in base contact with the ballmarker. The friendly [Greede] is then allocated [1] Influence. Bribery and Corruption At the end of the Maintenance Phase choose an enemy model that is within [8 ] of the friendly [Captain]. The chosen enemy model may not activate until after the friendly [Captain] has activated this turn, unless there are no other models that can be activated. You also gain [1] Favour. Rare Campaign Plot The Big League - 69

60 Index A C E H Actions...14, 20 Activation...13 Activation Phase...18 Active model...13 Additional-Advance...20 Advance...20 Alchemist's Guild Campaign Plots...61 Allocating Influence...17 Area of Effect Character Plays...33 Armour Value [ARM]...8 Attack...27 Attack Sequence...27 Attributes...8 Aura...14 Away...13 B Ball-marker...14, 23 Ball-path...14 Ball Skills and Kicking Ability [KICK]... 8 Barrier...39 Base Size...9 The Big League...51 Bleed...16 Bodycount...10 Bonus Time!...37 Brewer's Guild Campaign Plots...62 Brisket...97 Building a deck...55 Burning...16 Butcher's Guild Campaign Plots...63 Campaign Advancement. 58 Campaign Points...51, 54 Campaign Sequence...55 Character Play...29 Character Plays...31 Character Plays from Attacks...32 Character Plays using Influence...31 Character Traits...9 Charge, Charging. 20, 21, 28 Come on Mate!...37 Common Attack Bonuses and Penalties..28 Common Campaign Plots. 59 Common Character Play Bonuses and Penalties..32 Completely within...13 Compound...87 Comprehensive Timing Sequences...42 Condition-damage...16 Conditions...16 Controlling Player...13 Conventions...14 Counter-Attack...36 Cover...28, 39 Crowding Out...28, 32 D Damage (DMG)...29 Damage Sponge...41 Defensive Ability [DEF].. 8 Defensive Stance...36 Definitions...13 Dice-pool...14 Directly away...13 Directly towards...13 Distance Measuring Dodge...21, 29 End Phase...18 Enemy marker...14 Enemy model...14 Engaged...27 Engaging...27 Engineer's Guild Campaign Plots...64 Enters F Fahad...75 Fast-Ground...38 Favours...51, 56 Final Day of the Season. 58 Fisherman's Guild Campaign Plots...65 Forest...39 Friendly marker Friendly model...14 G Gaining Momentum...35 Game Terminology...13 Ganging Up...28 Generating Influence...17 Get it Back!...41 Give as Good as You Get!. 41 Give n Go...36 Gliding...37 Goal...10 Goal Kick...25 Goal-line...14 Goal-post...14 Graves Guild model...14 Guild Plots...40 Half-way line...14 Hammer Harmony Health Points [HP]...9 Heroic Plays...34 Hoist Home Crowd...41 How to win...10 Hunter's Guild Campaign Plots...66 Husbandry...41 I Icy Sponge...19 Immediate Response...41 Influence...17 Influence [INF]... 9 Initiative...18 Initiative Phase...18 Interception...26 J Jog...20 K Kicking...24 Kicking Sequence...24 Kick-off...12 Kick Scatter...26 Knocked-down...16, 29 L League Champion...51 League Play...53 League Points...51, 53 Least disturbance...15 Legendary Plays...34 Line of Sight...15 The Longshanks Guild Ball

61 M P S T Maintenance Phase...18 Making an Attack...27 Markers...15 Mason's Guild Campaign Plots...67 Master of Shadows...51 Master Strategos...51 Match Day...56 Melee Zone Models...8 Model Type...9 Moments...54 Momentum...35 Mortician's Guild Campaign Plots...68 Movement...20 Movement [MOV]... 8 N Normal Turn Sequence. 18 Nuts!...41 O Obstruction...39 Once per turn...14 One Touch Football...41 Ongoing-Effects...33 Open-Ground...38 Origin...14 Parting Blow...30 Pass...24, 35 Passing the Ball...24 Pass n Move...36 Picking a Team...10 Placed...13 Playbook...28, 35 Player...13 Playing the Game...13 Plays...9, 31 Plot cards...55 Poison...16 Positioned...13 Possession of the Ball...23 Pre-game...10 Pre-Game Sequence...12 Preparing for a Game...10 Pulse...14 Push...21, 29 R Rare Campaign Plots...60 Recovery Levels...19 Repositioning...21 Re-roll...15 Results...28 Results & Fixtures...56 Rough-Ground...38 Run the Length! Scalpel Score a Goal...35 Scoring a Goal...36 Sequence of a Character Play...32 Sequence of a Charge...43 Sequence of a Jog or Sprint...42 Sequence of an Activation...42 Sequence of an AOE Play. 33 Sequence of an Attack..43 Sequence of Taking a Model Out...43 Setting Up...11 Shooting at Goal...24 Shot...24 Snap Shot!...36 Snap To...23 Snared...16 Spending Favours...57 Sponsorships...57 Sprint...20 Standard-Advance...20 Standard Scatter...25 Steamroller...41 Tackle...29 Tactical Ability [TAC]... 8 Take a Breather! Take Down...35 Taken-Out...16 Tap In Target model...14 Target Number tests...22 Target-spot...14 Teamwork...36 Terrain and Ground...38 Throw-Ins...26 TN Modifiers...22 Tokens...15 Too Flash...41 Towards...13 Tracking...53 Tracking Back...41 Trade Guild Plots...58 Transfers...58 U The Union Campaign Plots...69 Using Influence...17 Using Momentum...36 W Warm-up...55 Wheeling & Dealing...56 Within...13 Wrapping...29 Index - 127

62

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