Guild Ball

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Guild Ball is a miniature tabletop game of mob football set in the Empire of the Free Cities. Two coaches each field a team of guild members competing on a pitch. Players score victory points by making goals (kicking the ball past the goal line) and by taking out opposing players. The first team to 12 VP wins. The game combines sports tactics with combat mechanics.

Components

Setup

  1. Pick teams: Each coach selects a guild and chooses 6 models (1 captain, 1 mascot, 4 squad members).
  2. Set up pitch: Place terrain as agreed. Place goal posts at opposite ends.
  3. Choose Game Plans: Each coach selects game plan cards.
  4. Kick Off: One team kicks the ball to the other. The receiving team deploys first, then the kicking team.

Turn Structure

Each turn follows this sequence:

1. Maintenance Phase

2. Activation Phase

3. End Phase

Actions

Actions cost influence to perform:

Movement

Attacks

Ball Actions

Character Plays

Heroic and Legendary Plays

Scoring / Victory Conditions

First team to 12 VP wins.

Scoring VP: | Event | VP | |——-|—–| | Goal scored | 4 VP | | Take Out (enemy model reduced to 0 HP) | 2 VP (1 VP for mascots) |

After a Goal

Special Rules & Edge Cases

Player Reference

Model Stats:

VP targets: Goals = 4 VP, Takeouts = 2 VP (1 for mascots), Win at 12 VP

Influence costs: Sprint = 1, Charge = 2, Attack = 1, Kick = 1, Character Plays = varies

Momentum uses: Initiative, bonus time (reroll), heroic plays, healing, counter-attacks