Whilst the Iron is Hot!

Remember our announcement of the Blacksmiths Guild a few weeks ago? If you missed it, you can find our original article about the Blacksmiths Guild HERE. Today it’s time to talk about the Blacksmiths a little more by revealing a redacted section from one of the player cards that were part of our presentation. We’re going to take a look at the second Character Play that belongs to the Master Blacksmith Anvil! We’ll also talk a little bit about the revealed Character Play and its uses on the Pitch… and… maybe something else as a bonus.

I Ain’t Got Time to Bleed

What do we know about Anvil so far? With TAC [6] and a Momentous knock-down Playbook result on his first column, Anvil is exceptionally good at putting people on their backsides. In addition, relatively easy access to the Singled Out Character Play, with a Momentous Playbook result on his third column, means that Anvil is ideally suited to setting up an enemy player for his Apprentice Sledge to take down with his monstrously powerful attacks. Anvil is fantastic at preparing targets for the rest of his team to annihilate, but he isn’t necessarily the best player to inflict take-downs himself since Anvil doesn’t have any Momentous damage on his Playbook.

We also know that Anvil is one of the most resilient players in Guild Ball at an incredible ARM [3] and [19] Health Points. To put that into perspective, before now the only player we allowed to have a native ARM of [3] was a Mascot, Wrecker. Even the rest of the well-armoured Mason’s Guild can only access ARM [3] for a single turn of a game by using Honour’s Legendary Play, Topping Out!. Even though ARM [3] is fantastic we didn’t even stop there, we also gave Anvil the Tough Hide Character Trait, which reduces almost all incoming damage by [-1]. To give an example, if Honour makes an Attack against Anvil with her TAC of [6] she is likely to miss once, since Anvil is DEF [2+]. With her [5] hits she then loses [3] of those, thanks to Anvil’s ARM of [3], leaving Honour with just [2] net-hits. If Honour wants to cause Momentous damage, [2] net-hits only leaves her with the option of Momentous [2] damage on her second column. If Honour chooses the Momentous [2] damage she only actually inflicts [1] damage on Anvil because of Tough Hide! Anvil is a tank.


Carrying as much armour as Anvil does has its drawbacks though. With a MOV attribute of [4”/6”], Anvil is among the slower players in Guild Ball so Blacksmith coaches will probably want to use teamwork actions like Give’n’Go and Pass’n’Move to get Anvil up the Pitch a little quicker. Alternatively, Anvil has something that could help in this regard…


Strike While the Iron is Hot!

Like Anvil, there are a number of other Blacksmiths that have MOV attributes on the lower end of the spectrum, due in part to their exceptionally heavy armour. In development, we wanted to give Blacksmith coaches options for ‘bumping’ their team forward, particularly in the early game, so that the Blacksmiths can play aggressively into the opponent’s half of the Pitch if desired. Eventually we settled on this:

While the Iron is Hot is a Character Play that we expect Blacksmith coaches to make use of mainly in the early stages of a game for setting what is sometimes referred to as ‘the line of engagement’. The line of engagement is the area of the Pitch in which friendly players engage enemy players in melee. It is sometimes the case in Guild Ball that a central melee will take place where the tougher and heavier players on each side will lock horns and commence beating each other to a bloody pulp. Lighter and faster players tend to skirt around these melees in order to pick off wounded players or score goals. Some teams, such as Shark-led Fishermen, spread out to try and avoid a line of engagement from happening at all because they don’t want to fight!

Having the line of engagement set in the friendly half of the Pitch means that friendly players returning from being taken-out will have less distance to cover to reach the melee. However, a line of engagement set in the friendly half also means that the ball tends to have less distance to travel to reach your goal should it fall into enemy possession. Therefore, setting the line of engagement is an important decision in any Guild Ball game, for any team. While the Iron is Hot is therefore a tool at the disposal of the Blacksmith coach designed to help them adjust the line of engagement how they see fit, since it can move the entire team at once if they are close enough!

In the later turns of a game, While the Iron is Hot could also be used to catch fleeing enemy players. If there are enemy players that have dodged just enough to escape the melee, or wounded players that think they have Sprinted far enough to be safe from attack, While the Iron is Hot is ideal for chasing such players down. Additionally, since it has a Playbook trigger, Anvil could use While the Iron is Hot by attacking an enemy player, generating a point of Momentum along the way because the Playbook result is Momentous!

But Wait, There’s More!

Cheekily we left the words ‘Legendary Play’ visible on Anvil’s player card, buuuuuut… I guess it’s okay to show you what’s underneath those words:

[+1] TAC on tap is pretty handy, very useful for ensuring that Anvil gets that all important Momentous knockdown or Momentous Singled Out during the crunch turn of a game. Let’s be honest though, [+1] TAC for Anvil is a far cry from the Legendary Plays we have come to expect. However, there is another section of blocked out text still to reveal, and it gets to sit in its own paragraph! I wonder what that could mean… you’ll get to find out in a future article.

Wow! Plenty to chew over there! Thank you Perkins for another insightful look into the Blacksmith Guild. Let us know what you think over on our Facebook Page.