Miner Adjustment | ERRATA | Guild Ball

Hey there Guild Ballers, so at the start of the month we announced that following the Miner’s Guild high win percentage in the first month of release, we would be releasing an errata for them in order to bring them back into line.

We’ve spent a few weeks now carefully looking over the Miners, and have decided to hit them with a few targeted adjustments. As we said earlier in the month, we don’t believe there’s any real single thing that’s pushing them over the line, we believe a number of their levers were just tweaked a little bit too high.

As a result there are no particularly major changes in this errata. We’ve been very careful not to bring the Miner’s Guild down too much, since of course we want to maintain competitive viability across all Guilds in the game.

Without much further ado, let’s start going through the changes.


With Shaft, we felt the main issue was his playbook. There are no changes to character plays and traits here, but we have made several adjustments to Shaft’s playbook. The main one is on column 1; we’ve removed the 1 DMG and split out the momentous Tackle/Push result into two separate results. Much of the feedback we got was focused around that playbook result being just a bit too much, especially on the first column. Splitting this result out means that opponents have more of a chance to interact with Shaft through counter attacks whilst still allowing Shaft access to easy momentum generation with the single Push playbook result.

The second change to his playbook was the removal of the 3 DMG on column 5. This change was simply because we felt the Miner potential for damage was just a bit too high. The Miners are intended to have very low takeout potential, with what potential there is coming largely from their ability to push opposing models off the pitch. The 3 damage on Shaft was proving to make them just a little too good at damage.


A very small change on Digger here since he’s pretty much fine and THE BEST MASCOT. Our only issue was with Stop, Drop, and Mole proving to be just a little too good and flexible. As a result we’ve reduced the range from 6” to 4” to grant more meaningful choices to the opponent when considering who to inflict conditions on.

With Fissure, we made two small changes. We changed You’re Coming With Me to only be able to be used within her activation, to stop it being used on Shaft’s Legendary turn. This was just providing the Miner’s Guild with a few too many options. Secondly, we reduced the range on her Legendary, Tremor Mine, to 8”. Again, this just reduces some of the options the Miners have, and allows opposing players a little bit more of a chance to hide the ball.


Mule has seen the most changes here. Firstly, its movement has been reduced from 4”/6” to 3”/5”. We felt that this movement was just a little too high, and made Mule too efficient at what it wanted to do. Having to spend more influence on sprinting or charging will help bring down Mule’s efficiency just a bit.

The next changes relate to Mule’s character plays. While these are a key part of the model, and should still be strong, we wanted to reduce their power just a touch. Lockdown has become Once Per Turn, which means it can’t be put out on a couple of different models at once, which could do a lot to stop the Miner’s opponent getting to do all that much in their turn. In addition, Throw has been reduced to a 1” place, which has a couple of different effects. Primarily, this reduces the ability of the Miners to throw an opposing model behind an obstruction or something similar, which would make a Locked Down model pretty sad! Secondarily, it reduces the Miner’s ability to push an opposing model off the pitch. It’s still absolutely a viable tactic, but Throw was making it a bit too easy for them before. This change forces the Miner player to think a little more about this tactic.

And there we have it, all the Miner’s changes! By forcing them to spend a few more resources in order to achieve their goals, and forcing them to think more about their activations, we believe that we’ve got them exactly where want them. As we mentioned before, all we needed to do was ease a few of the Miner’s abilities down a notch or two, not make any major changes to playstyle.

One other change worth mentioning is that like with the cards changed in the previous errata at the start of March, these cards have been updated at the bottom to say 4.1, where initial cards released during S4 have S4 there.

Notice the difference?

Notice the difference?

This is part of our version control for cards from now on; the 4.1 indicates that these cards have been updated once since Season 4 launched. If any of these cards are updated again during Season 4, this will be changed to 4.2 and so on. Let us know what you think of these changes in the comments below.

We’ll catch you next time, bye!

Miner's Guild Shaft Reveal | Guild Ball

Shut Your Mouth!


Well well well. Let’s dive in here, shall we. First off, Shaft has a 2” melee zone, which is instantly a strong look for a captain. His stats are generally pretty great, with his 4”/6” MOV effectively becoming 7”/9” with Secret Tunnel, plus TAC 6 and a 3/8” KICK putting him right up there with some of the best striker models in the game. He does have below average defensive stats, at 3+/ARM 1, however.

Moving onto his playbook, one of the major themes of the Guild comes through here. While he’s not going to be dodging at all, every result with a push is momentous. His damage is pretty low for a captain, again reinforcing his role as a model who’s gonna be focused on the ball. He does have some momentous damage results, however, just in case he needs to pivot to a 2/2 playstyle.

Really, the big result worth talking about is the momentous tackle/push on column 1. This is an absolute stonker of a result, allowing him to steal the ball and get the enemy model entirely out of the way in the process.

Moving on to his character plays, Weak Point is an old staple, reducing an enemy model’s ARM by one is always pretty solid. His second character play, Lodestone, is totally unique, however.

It targets an enemy model and if it hits, Shaft’s player has a choice to make. All models within 4” of the target enemy model either get pushed 2” directly towards the target, or directly away from the target. This provides a tonne of options, obviously. Use it to shut down a counter charge lane, to push a scary enemy model out of threat range, to pull Shaft into melee range of an enemy model, or a dozen other ways. Do note the original target of the play doesn’t move either way. This is a really cool, unique play that you’ll discover more uses for as you play the Miners for longer.

Finally, Shaft has 16 HP.

The Boys All Shout For Tomorrow


Shaft of course has Secret Tunnel, as a Miner (THE Miner, even). He also has Tough Hide. This explains his 3+/1 defensive profile with 16 HP, he’s a pretty tough lad with Tough Hide helping keep him in the fight a bit longer. With that low defensive profile, he’s still going down pretty fast if he gets knocked down though, so be wary of that!

Finally, Shaft’s Legendary Play, We’re Going Underground allows every friendly Miner’s Guild model within 6” to be placed within 2” of their current location. This is huge, allowing a massive team wide shift of focus. Use it to get some gang ups on an enemy model, to pull a friendly model back out of danger, or even just to get the place on Shaft himself to extend his goal threat. Much like Lodestone, the range of uses for this ability is pretty much infinite. There’s almost never going to be a situation when this Legendary Play isn’t useful, it’s just a matter of deciding when you want to use it for the best effect!

And that concludes our look at Shaft! Let us know what you think about the Foreman on our social media platforms! If you like the look of the big man, pre-order your Miner’s Guild: Dig for Victory box here!

Thanks for reading, we’ll be back next time with a look at the Heartfire of the Miner’s Guild, Mule AND Fissure, the Thunderous Behemoth!!