Guild Ball Rulebook - Season II
Guild Ball Season II Rulebook
Step onto the pitch and experience Guild Ball; a bloody mob football game of high action adn higher stakes.
Mob football is a game generally played between neighbouring towns and villages on feast days. Powerful mercantile Guilds have invested vast sums of money into this popular sport, creating professional teams where players clash and struggle to control a leather-wrapped inflated pig's bladder and attempt to kick it into the opponent's goal. Guild Ball games are played out in front of vast crowds of fans, whilst all the time behind the scenes and hidden in the corridors of power, the results can mean fortunes are won or lost on the kick of a ball.
Playing the role of team coach, you will take control of a Guild Ball football team and with a combination of tactics and strategy, fair or foul, attempt to outscore your opponent whilst simultanteously trying to achieve additional secret poitical objectives and agendas.
Played on an open pitch and with no fixed number of turns, Guild Ball matches build and accelerate towards intense finales, with everything coming down the last throw of the dice.
Guild Ball's core gme engines is designed to be fast and easy to perform, making the game silky smooth to play. Using classic D6's with an intuitive dice pool system, hit resolution is lightning fast with minimal computations.
GuildBall's Playbook systme allows for a huge variety of outcomes to each action. You decide the in-game effect you need to deliver success... if you get enough successof of course!
Guild Ball uses detailed 30mm miniatures, crefully designed and sculpted to deliver a world-class range of models for both painters and gamers.
The Guild Ball Rulebook Season II updates the Guild Ball rules with errata, faster play and campaign play systems, taking Guildball in new and interesting directions.
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