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.
The Dev Team