Guild Ball - The Fishermen: The Changing Tide

Guild Ball - The Fishermen: The Changing Tide

A tabletop fantasy game of medieval mob football

  1. 2 Players
  2. Ages 14+
  3. 60-90 Minutes
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide
Guild Ball - The Fishermen: The Changing Tide

Guild Ball - The Fishermen: The Changing Tide

SFG Exclusive
$39.99

RESIN • NO ASSEMBLY NEEDED • ONLINE ONLY

“Ain’t no other team who can catch ‘em. Until someone gets their game on, the Fisherman’s Guild will keep on winning.” – Flint, Mason’s Guild

A cunning predator, Shark is the kind of captain crowds love to watch and players hate to face because he’s aggressively fast. And he’s not shy about showing off. Circling the currents of the pitch, his plays aim to shame—he darts in, steals the ball, and sinks a shot in a flash of blue. Fading back into the murky shadows, he patiently waits to strike again.

Fast, agile, and fragile, Shark’s team’s playstyle is about outsmarting opponents with clever plays and swift goals. Led by one of the fastest captains, this team clinches the early game by sinking goals quickly. Coaches who want speed and a kick skill stronger than the surging tides will find this Fishermen team to be a perfect match.

Unyielding as the seas, this set includes a ball, a goalpost, and 6 players: Shark, Salt, Angel, Siren, Greyscales, and Kraken.

To download the cards, click here.

All miniatures will be supplied in grey, unpainted resin, no assembly required. Please allow up to 28 days for delivery depending on location and shipping service selected. Bulk orders of £200+ with free shipping may take up to 40 days.

What is Guild Ball?

Step up to the pitch! Experience ‘the beautiful game’ like never before in this fast-paced miniatures game of intense action and high stakes. 

In this world, influential Guilds compete for power and fates are decided on the kick of a ball. Go head-to-head in bloody tabletop matches where your aim is to win by any means necessary — either by scoring goals or by taking out your opponents!

In the Empire of the Free Cities...

Once, mob football was a casual game played between neighbouring towns. A pleasant pasttime to celebrate feast days.

And then the Guilds stepped in.

...football decides fortune

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.


Now, behind the scenes, fortunes are won or lost with the kick of a ball.

Play to your strengths

Play to your strengths

Is your team great at scoring goals? Can they use buffs to boost teammates? Or maybe their talents lie in knocking out enemy players? The best game plan plays to the strengths of your Guild.

Gain Momentum

Gain Momentum

Smash in a goal. Make a crucial pass. Take down a threatening enemy. Gain Momentum Points by performing actions that excite the crowd!

Make tactical choices

Make tactical choices

Once you've gained Momentum, use it to make special and game-defining actions like taking shots on goal, healing damage, or launching counter-attacks. The spectators will love it!

Earn victory points

Earn victory points

Earn 4 points for scoring a goal, 2 points for taking out a Captain or Squaddie, and 1 point for taking out a Mascot. Remember: just 12 points stand between you and victory.

How To Play - Getting Started