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Guild Ball Mason's & Brewer's Terrain Pack


Sale price R 513.00 Regular price R 550.00
Guild Ball Mason's & Brewer's Terrain Pack
Guild Ball Mason's & Brewer's Terrain Pack
Sometimes a wall can be your best friend out there and keep you safe from a monster like Boar. Sometimes that patch of fast ground there will be the difference between scoring and getting taken out. Take to the field knowing the terrain, and you’ve already won the game.                                                                                       - Honour, Mason's Guild
Containing a wealth of terrains that can be found in the world of Guild Ball, as well as unique Mason and Brewer terrains, this set will take your game to a new level. Whether you use these pieces at events or in casual games, coaches old and new will find this a fantastic set to add to their collection.
 
This set includes: 8x 3D Terrain Pieces – Rough Ground, Fast Ground, Forest, Brewer’s Themed Obstruction, Mason’s Themed Obstruction, Mason’s Themed Impassable, and 2x Obstructions.
Guild ball is a tactical miniatures game of skirmish soccer. Two coaches lead six players from their respective guilds in a race to 12 points-gainingg 4 points for scoring a goal, 2 points for taking out a regular player, and 1 point for taking out a mascot (Yes, one of the six players on each team is a mascot). during each turn, coaches alternate activating one player at a time. With a small number of models per side, Guild ball delivers great Depth of strategy, balancing ball control, attack, and defense. The strategy in Guild ball continues with the playbook system. Attacks are resolved by rolling dice against the target's defenses, but dice alone do not dictate the results of attacks. Coaches choose the results of attacks from their players' playbooks: the more successful hits an attack roll generates, the more options from the playbook the coach is able to choose from. Possible results include damage, tackles, knock-downs, pushes, dodges, and powerful character plays that can change the course of the game. Guild ball is also a game of resource management: coaches must manage influence and momentum. Teams start each turn with a pool of influence. In order for a player to attack, kick the ball, or perform a character play, the player needs influence. Coaches allocate influence to players at the start of the turn, so careful planning is required. Momentum is generated by special playbook results and successful passes. Momentum allows a coach to perform special actions, such as taking shots on goal, healing damage, or making out-of-activation dodges. Momentum remaining at the end of a turn also affects the Initiative roll for the next turn. Featuring 11 unique guilds, each with at least 12 players-andd more guilds to be released-guildd ball allows coaches to choose their own play style.

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