Avantika & Caduceus | Critical Role

If you were searching under a rock last Thursday you may have missed the incredible news that Caduceus Clay and Avantika are now available to pre-order until August 5th!

Caduceus Clay, played by Taliesin Jaffe, made his first appearance in Campaign 2, Episode 28: Within the Nest, and quickly became a fan favourite.

Avantika is an NPC, and as such is voiced by none other than Matthew Mercer. Avantika first appeared in Campaign 2, Episode 37: Dangerous Liaisons.

#CrittersPaint

We recently published a Victor assembly and painting guide to aid you in bringing Victor to life on the tabletop and since then we’ve seen a whole host of Victors crop up on #CrittersPaint

What’s #CrittersPaint? CrittersPaint is our community hashtag on Twitter & Instagram to showcase your painted Critical Role Miniatures to the Critter Community, and each week we hand pick a few to be showcased in our blog like the ones below!

Help us Improve Guild Ball #2 | Beta Test

Last week we announced a public beta test of some exciting new core rules we’re keen to get you guys to try out. If you missed that announcement (and the rules) then you can find them here.

If you did miss it, we’d recommend going and having a read of it just now, since this post is going to reference that one! 

We’ve had a lot of really great feedback coming in from the Pundits, thank you to everyone who’s taking part in the testing! And especially thank you to our wonderful Pundits who are collating that feedback and giving it to us. The Development Team may not comment on every post, but we read them all. 

So! To get on to the actual discussion points, let’s discuss Rule 1 first. The intent of Rule 1 is to guarantee players who go second in a turn the advantage of having the last activation. It’s intended to mitigate the tight control that takeout oriented teams can exert over a game by continually using the last activation of the turn to set up a takeout, then taking that model out in the first activation of the next turn to guarantee having the last activation once again. 

The feedback so far on this rule has ranged from people noticing that it’s really had a major impact on a particular turn, to many people not really noticing it’s had much of an effect at all. That’s fair! There are definitely games where this rule won’t have much of an impact, but when it does, it really does.

We want to keep testing the intent of this rule, but change up the wording and how it’s presented. Please use the following version below in your testing this week: 

“Rule 1: When a model which hasn’t taken its activation yet this turn suffers the taken out condition, that model’s Controlling Player gains a Pass token. A Player may spend a Pass token instead of activating a model. Alternatively, during a friendly model’s activation a Player may choose to spend a Pass token in order to gain 1 MP. A Player can spend multiple Pass tokens in a turn, and any unspent Pass tokens are removed in the End Phase.” 

While this is, again, obviously not final wording, again, these are intent based. This rule is a little more in depth than last week’s. We got several questions on whether a taken out model could activate and interfere with the board state, and we wanted to remove even the possibility of that question coming up. 

As a result we’ve moved to this system of a ‘pass’ token that can be spent to skip an activation OR to gain a momentum. The flexibility here can represent several things; either the coach seeing their player go down and frantically adjusting their strategy to compensate, or the friendly crowd getting real angry at seeing one of their favourites go down, and cheering on their remaining players to teach the other team a lesson! Note that the name of the ‘Pass token’ will definitely change if these rules become final, because of course Passes are already a thing in Guild Ball. This is just the simplest name for now! 

We’re extremely curious to see how this plays out in public testing. Please play games and give feedback exactly as you all did last week. That was perfect, thanks!

Rule 2 has been much better received. People seem to genuinely really enjoy this rule, and it’s been making a big difference. 

However we do want to test a reduced version of the rule since it can sometimes be a bit of a big swing. 

2 - “After a Shot is resolved, if the Shot missed, the friendly team gains 1 MP. If a goal was scored, the friendly team gains 2 MP. If the model scores a Screamer the friendly team instead gains 3 MP.” 

We know that last week’s version is very popular with footballing players and less popular with fighting players. We want to test this slightly more toned down version to see how it plays out. 

That’s all for this week’s update folks, we’ll be back in a week’s time with another review and update! Happy Guild Balling! 

Help us Improve Guild Ball | Beta Test

Hey there Guild Ball fans! Here at SFG, the Development Team is constantly working to make Guild Ball (and, well, all of our games!) the best it can possibly be. In the past, sometimes we’ve run public beta tests on new rules we’re thinking of trying out, when we want wider community input on the game, such as the Guild Identity Cards.

Even if beta test rules don’t always make it into the final game, we always learn useful things to take away and change our outlook on development overall. And well, it’s summer, we’re all keenly playing lots of Guild Ball, and we have some more public beta rules we’d like you to test! 

Since the launch of Season 4 we’ve noticed that one of the stronger tactics that people are using is setting up a model to be taken out at the start of a turn. This guarantees that they get both first and last activation in that turn, which limits the opponent’s options. We’ve also noticed that there are a couple of aspects of goal scoring that are much less rewarding than take out play, for instance goalscoring generally generates less momentum than takeouts, which again gives the opponent a lot of control over first/last activation. 

This is something we’ve seen in increasing amounts over the last few months particularly, and both are things we’d like to address. 

As a result, we’re going to be running a public beta test over the next month. We would like to give you the chance to beta test the following two rules. Please bear in mind that these are beta test rules to check intention as much as anything, and that exact wording will change before any official release. 

1 - “Models which are suffering the taken out condition can still take an activation, but do not become active and cannot do anything during that activation.” 

This rule essentially means that if one of your models gets taken out early in a turn, you can still take that model’s activation, you just can’t do anything with it. You effectively pass the turn. This means that if your opponent goes first and takes out one of your models, you still get the last activation of the turn, so your opponent doesn’t have complete control over the flow of the game.

We’re hoping this will help stop the uninteractive playstyles we’re seeing which are focused around controlling the ball and constantly reliably getting first/last activation, which gives that player a lot of control over the flow of the game and can feel punishing to play into. 

2 - “After a Shot is resolved, if the Shot missed, the friendly team gains 1 MP. If a goal was scored, the friendly team gains 3 MP. If the model scores a Screamer the friendly team instead gains 4 MP.” 

This rule helps goal scoring teams generate more Momentum, and again, helps them control the flow of the game more than they do currently. Missing a shot is punishing at the best of times, and this change helps mitigate that.

This public playtest will run for the next month, until the 2nd of August. During this time, the Development Team will be looking at your feedback, and  releasing one update each week for any changes we’d like to make to these rules. 

But how do you submit feedback, we hear you cry? Well! That’s exciting too. We’re using our much beloved Pundits as focal points for local feedback. If you play a game using these rules, let your local Pundits know, and they’ll pass the feedback along to us. And if you don’t have a local Pundit, well, seems like a perfect time to sign up to the Pundit Programme, doesn’t it? The link’s here for those of you who want to sign up! 

Alright, that’s about all we have for now. Let us know what you think of these beta rules on our social media! We’ll be back in a week’s time with the first update. 

Cheerio,

The Dev Team