Guild Identity Cards - Update 2

In our last blog about the Guild Identity Cards (GICs) we revealed the whole set to you and the reaction has been fantastic. If you missed all the excitement of the last blog and the explanation behind Guild Identities, you can find that information HERE. To date, there have been over 250 replies to the GIC Theory Thread on our forums and hundreds more in total over a number of other discussions as well as the Game Feedback Thread. So firstly, thank you to you all for engaging with our Guild Identities preview. It’s been great reading all your feedback and game reports and we have collected a LOT of information. So much so that we have a fairly in-depth update with numerous changes to the Guild Identities for you to play with!

And Now for Something Completely Different

Instead of answering commonly asked questions we’re going to explain some of the changes to the Guild Identities that affect a broad range of the cards before deep diving into the individual changes.

VP Scoring Identities

In general, you’ve told us that you don’t enjoy playing with the Guild Identities that allow for bonus VP scoring as much as you enjoy playing with the other Identities. After much discussion and pondering the issue we have decided to experiment with removing VP scoring cards for the time being.

Balancing the Guilds

In our previous GIC blog we explained that Guild Identities could be a useful tool for us to use to rebalance Guild Ball should we need to. Unsurprisingly, this has been one of the most talked about aspects of Guild Identities, which is summarised by one of the aims of the Guild Identity Cards:

Allow us to rebalance Guilds where necessary without making changes to individual player cards”

Essentially, the balance of Guild Ball is an ever-shifting goal that we constantly aim to achieve. The balance of the game shifts due to new model releases on a general level and occasional changes in what is often referred to as the ‘metagame’ by those who regularly attend events. These shifts can also have wider ramifications for the whole game such as the balance between a goal scoring focussed playstyle and a take-out focussed playstyle. For these reasons and more, Guild Ball requires a regular amount of adjustment in the form of mostly minor tweaks to maintain a healthy game balance. Normally we administer these adjustments in the form of model changes at the turning of a new season or via balance errata. However, what Guild Identities can do is allow us to make adjustments to the balance of Guild Ball without the need to edit the rules for individual models.

A great example of where this is sometimes necessary is the Brewer’s Guild. The Brewer’s Guild did not receive any changes in the last Guild Ball errata. However, generally the Brewers are seen by the Guild Ball community as one of the slightly weaker Guilds. At the time of writing the last Guild Ball errata we did not believe that there were any individual models within the Brewer’s Guild that we could change that would have the overall effect we wanted. We still believe this to be the case. However, through Guild Identities we can make changes to a Guild’s performance as a whole with higher Heal Rates and powerful text benefits.

Additionally, the advent of Guild Identities does not mean that we will cease to make changes to individual models where necessary. GICs are just another tool in the arsenal of the development team for making different kinds of changes where necessary.

All the Single Changes, All the Single Changes

This is the change log for the Guild Identities. As usual the full digital files can be found at the bottom of this blog.

Alchemist’s Guild

Due to the removal of bonus VP Identities, Lead to Gold has been replaced by a whole new card called Acidic Coating that gives all friendly Guild models Anatomical Precision and has a Heal Rate of [2]. In the Alchemists Guild Theory Thread we noticed that Alchemist coaches did not believe there was enough in the Guild Identities that encouraged them to play with Midas. We believe this card will go a long way to rectifying this issue.

Blacksmith’s Guild

Blacksmith coaches mostly seem to be very happy with their selection of Guild Identities, however we did need to edit Strike Right Here due to the overall decision to remove VP bonuses. This card now grants a substantial MP bonus instead of a VP bonus.

Butcher’s Guild

A few bits to talk about here. We saw a lot of discussion about Blood Thirst and whether a Heal Rate of [2] was fair or not. While there has been a lot of good discussion on both sides of this argument we decided to allow Butcher coaches to experiment with Blood Thirst at a Heal Rate of [3] and decide for themselves whether it’s too powerful or not!

Take it to ‘Em now allows a single model to perform a Charge for [1] less Influence, once per turn, which is pretty cool! This provides a handy bit of Influence efficiency for the all-out aggression Guild.

Tactical Elimination has been replaced by Crushing Force, which has a Heal Rate of [2]. Crushing Force increases the MP cost of making a Counter Attack against the Butchers to [2] MP! Remember that the Butchers are meant to be a ‘glass cannon’ Guild with huge offensive potential but less defensive power. Crushing Force is about as defensive as it gets for the Butchers, after all, the best defence is a good offence!

Brewer’s Guild

Bring it On! has a hugely powerful Heal Rate of [5]. With the removal of bonus VP scoring, this cards text benefit now allows a single Brewer to remove the knocked-down condition without needing to forfeit its Standard Advance or spend Momentum.

Happy Hour was previously holding back the Brewers from scoring goals themselves. Even if it was hugely thematic with everyone being too drunk to score, it wasn’t as good as it could have been. Instead, this card has been replaced by You, Hang Back! which has a Heal Rate of [2] and grant all friendly Guild models the Goal Defence Character Trait. *Remember, rules and effects of the same name do not stack, so it doesn’t matter how many Brewers stand near the goal-post, the TN will only change by [+1] as a result of Goal Defence.*

Engineer’s Guild

Due to the removal of bonus VP scoring, Clockwork Perfection now grants Volley Threat to all friendly Guild models.

Farmer’s Guild

We changed a few names around here so they made a little more sense. The old Healthy Living is now called Spirit of Cooperation but otherwise keeps the same effect and Heal Rate.

Spirit of Cooperation has been replaced by Crack of Dawn which allows the Farmers coach to place [2] free harvest-markers at the beginning of the game and has a Heal Rate of [4]

Fishermen’s Guild

With the exception of the discussion about Deflection, (of which there was a lot!) the feeling we got from Fishermen coaches was that they felt their Guild Identities weren’t particularly interesting. As a result, we’ve tried to give them some more interesting cards to think about. Football Champions has been replaced by Slippery Fishes which extends a single Dodge movement by [2”] once per turn and has a Heal Rate of [2]. This card has a LOT of uses when you consider everything you can do with it! Make a [4”] Unpredictable Movement Dodge with Greyscales, or a [6”] Tidal Surge with Shark!

The old Slippery Fishes has just been renamed to Groundwork.

Deflection has been replaced by a new card called Pay to Win. This effectively allows the Fishermen to reroll a missed Shot, but with a very high MP cost and it also brings a Heal Rate of [3].

Hunter’s Guild

Bait the Line changed its name to Bait the Trap. In accordance with the global changes, it does not generate bonus VP now. We also increased its Heal Rate to [3] and gave it a range because feedback suggested that it felt odd that it didn’t have one!

Nature’s Bounty was a little too corner case so it has been replaced by Winter Training which grants all friendly models Winter’s Blessing and has a Heal Rate of [2]. Time to get those ice skates on!

Mason’s Guild

Rapid Response name changed to Tactical Flexibility. This ability was always meant to be the take-out version of Run the Length. Run the Length is effectively at the end of a player’s activation so this card has changed to match it!

Brick House has been replaced by The Greater Good which allows you to move around spare Influence once per turn to make sure you don’t waste any at all! The Greater Good has a Heal Rate of [3].

Mortician’s Guild

Inheritance Tax has mostly just had a wording clean up and its range has increased from [4”] to [6”].

Near Death Experience, similarly, has had a wording clean up to make the rule clearer.

Death Comes for All has been replaced by Misery which gives the Morticians a bonus Influence every time the enemy team scores a goal! Misery has a Heal Rate of [4]/

Union

A fair point was made here that the Union cards focussed a little too much on the Initiative roll and there were not many great choices for Seasoned Brisket. Most Wanted has been replaced by Honour Among Thieves which has a Heal Rate of [2] and allows you to re-allocate Influence when a friendly model is taken-out meaning that it can be used by another model instead!

Pirate’s Ransom now grants [+2] MP for going second rather than [+1].

Raise the Stakes effectively gives every friendly Guild model a slightly lesser version of Ball’s Gone. Every time a friendly model Tackles the ball they can choose to immediately make a Pass, for free! Raise the Stakes has also had its Heal Rate increased to [3].

That’s all for today folks! Remember to post your thoughts on the Guild Identity Theory posts in the General Discussion Forum or within the Guild Specific Sub-Forums. Please leave any feedback you have from games played within the Game Feedback Thread. We hope you continue to enjoy the preview!