Guild Ball™
Two coaches. Two teams. Twelve points to victory. Slide into a tactical skirmish game where football and fist fights go hand-in-hand. When it's for the good of your Guild, anything goes.
Once, mob football was a casual game played between neighbouring towns. A pleasant pasttime to celebrate feast days.
The Guilds invested vast sums of money. Suddenly, there were professional teams and structured leagues. Guild Ball became a spectacle that drew huge crowds. And the more popular it grew, the more money it made, the more political the clashes between the powerful Guilds became.
A game of Guild Ball is played to 12 victory points. But remember: this isn't regular football. It's mob football, and anything goes.
There are two ways to get points: by scoring goals, or by sending your opponents to the infirmary. You choose your path to glory. Anyone can fight. Anyone can win.
With just six player slots to fill, think carefully about the skills you need in your team. It's up to you whether you balance ball control with attack and defence, or weight your team one way or the other.
Guild Ball's playbook system also lets you be strategic with attacks. When you make a successful attack, you can choose the result from the options available to your player. Choose to damage, tackle, dodge, push, or take your victim down.
Each team starts with a pool of Influence. Players use that Influence to kick the ball, make an attack, or peform character plays. As coach, it's your job to allocate Influence to players at the start of the turn. During the game, perform actions that excite the crowd to build Momentum. Then use that Momentum to perform even more momentous actions.
Bring mob football to your tabletop in this fast-paced medieval skirmish game, where powerful Guilds compete to win by any means necessary. Earn victory by scoring 12 victory points—or by sending your opponent home in a wooden box.