Cook's Guild Pepper Reveal | Guild Ball

Hey there cooking fans, welcome back to the latest Guild Ball reveal blog. This week we’re looking at a nasty little weasel who we wouldn’t trust as far as we could throw him (which is actually quite far, to be fair). That’s right, it’s the Spice Weasel, Pepper!

A Weasel Ain’t Nuttin’ But An Evil Otter

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Pepper has an undoubted rivalry with a certain adorable otter from the Fisherman’s Guild, but both animals have certain similarities. In fact their statlines are almost identical. Pepper has a poorer KICK than Salt, but higher TAC, showing their respective Guild’s focus!

Their playbooks are where the differences really start, with good momentous damage on Pepper’s first two columns. The tackle and the dodges are non-momentous this time, of course. Pepper can actually chunk out a decent amount of damage, particularly when the plethora of buffs in the Cook’s Guild are added onto him having the guild rule, Intimidation.

Pepper also has Where’d They Go? as his only character play, which is a really solid ability. With two influence he has a 15” goal threat, which is hardly bad for a mascot. It’s a useful option to have in your back pocket if all else fails and you find yourself needing a goal to win! More than that, for one influence he can move 11”, which is a hell of distance to travel in a single activation for that small an influence investment. This makes him a good ball retrieval piece, or a model which you can send into engage an enemy model to gang up for another friendly model coming in next activation!

He’s also an extremely annoying model to leave engaging an enemy model, as we’ll see once we get to the back of his card.

Finally, Pepper has 6 HP. Otters are basically similar to weasels, who knew?

Simply Vicious

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Well, he’s a pretty simple model here, but let’s quickly go through these! Intimidation is the Cook’s Guild Rule, and it’s really rather brilliant. We’ve covered it in the two previous blogs, but reducing opponent DEF by 1 is silly good whenever you’re making attacks.

His other trait is Vicious. Now while we’ve seen this on Season 4 Princess before, interestingly it was actually developed for Pepper before being added to Princess during the Season 4 playtest. It’s just a great rule, and it’s why it’s so irritating if you leave Pepper engaging an enemy model. Normally if a mascot is engaging you, you can just walk the model away and not worry too much about the Parting Blow. However with Pepper, it’s not safe for the opponent to just jog out with the model, since Pepper gets to make a TAC 7 attack with +1 DMG and -1 DEF on them! That’s pretty freaking scary for any model. So they’re forced to spend resources and time working out how to disengage without taking that scary Parting Blow, or just accept that whenever the next Cook’s model is coming in, it’s coming in with an extra die from Ganging Up!

So, another simple model for the Cook’s Guild, Pepper is a damage dealing mascot with flexible abilities that also help him snag a loose ball or lock down an enemy player. He’s one of the scariest mascots out there. I mean let’s face it, no other mascot carries knives, right? If you think the Spice Weasel looks like fun, you can pre order the Cook’s Guild: Hell’s Kitchen here!

Miner's Guild Shaft Reveal | Guild Ball


Shut Your Mouth!

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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

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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!!

MegaCon 2019 | VOTE | Critical Role

Bidet Critters,

We have some exciting things to tackle this week, so let’s get straight to it!

Orly is Now Available for Pre-Order!

You can now pre-order Orly on our webstore, alternatively you can pick him up at Emerald City Comic Con, Booth 905! Web store orders will start shipping April 1st!

The Next Vote of 2019 is Now Live!

Our second vote of 2019 is now live, which miniature would the wonderful Critters out there like to see next? The winning miniature will be available first at MegaCon in Orlando but will be available via the SFG Webstore too.

Could it be Kern, ready to enter the Crucible once more? Kern made his debut in the Episode ‘Hubris’ way back in October 2015!

Or perhaps you’ll take a gamble on Devan Bluebutton? Devan appeared in a Critical Role Extra episode back in October of 2016 named ‘The Return of Liam’.

The choice is entirely up to you! We invite you to vote here and stay tuned for the announcement of the winner on March 21st.

#CrittersPaint

We’ve had the first sightings of Kashaw over on Twitter! If you’ve just received yours and are looking for some tips on assembling and painting him, you can check out our handy guide here. Received some of our Vault miniatures and been hard at work painting them? Be sure to share your masterpiece via twitter using the #CrittersPaint hashtag and you too could see your miniature below:

Pre-Order Mourn, Steeljaw, Veteran Boar, & Yukai | Second Production Run

Hi folks,

Quick announcement regarding Mourn, Steeljaw, Veteran Boar and Yukai. The initial production run has now sold out. We have pre-orders live for the second production run, pre-orders for these miniatures will ship from March 15th.

The first production run of the Miner’s Guild is showing at very limited quantities. Once the first production run sells out, we will put a pre-order live for the second production run. Once this happens, we’ll let you all know the date we expect pre-orders for the second production run to ship from.

Please note that we are seeing a high demand for these products, to ensure you don’t miss out on the second production run pre-order via the SFG webstore or your friendly local gaming store to avoid disappointment.