About this project
After 12 months of development, Mat Hart and Rich Loxam are pleased to present “Guild Ball”, a tabletop medieval football wargame. Playing the role of the team coach, you will take control of a Guild Ball football (soccer) team and with a combination of tactics and strategy attempt to outscore your opponent whilst simultaneously trying to achieve additional secret political objectives and agendas.
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Guild Ball takes place in a land now known as the Empire of Free Cities; it’s essentially a pseudo-historical setting with strong European flavours. The lands of the empire are made up of a huge variety of climates, cultures and landscapes each controlled by a sovereign City.
Mob football is a game generally played between neighbouring towns and villages on feast days (hence the popularity). The game was originally played in the middle of towns and villages where the objective was to take the ball to the opposing side of town. But to prevent the inevitable collateral damage it rapidly evolved into being played in the surrounding countryside, often in a special field set aside for the purpose. At its core, players on opposing teams, clash and struggle to control leather wrapped inflated pig's bladder and attempt to kick it into the opponent’s goal. Over the years, rudimentary leagues and tournaments have sprung up, there have even been some national level games between city states.
The Guilds have taken advantage of the huge popularity of the sport and have invested vast sums of money, creating professional teams and structured leagues. The public went crazy as the game was elevated to new heights of spectacle. Guild Ball was born amidst a blaze of interest and publicity and with it, a whole new business and revenue stream for the Guilds. Games are now played out in front of vast crowds of fans, whilst behind the scenes the results can mean fortunes are won or lost on the kick of a ball.
The game has been built from the ground up using modern design principles and philosophy resulting in a game that is supremely intuitive to learn and yet possess vast depths of complexity and tactical choices. Success comes with carefully constructed ‘plays’ and counter ‘plays’ with emphasis on anticipation, positioning and resource management.
Tabletop sports wargame…
Guild Ball is a pure skirmish level wargame, not a boardgame. Players will enjoy the freedom of movement and complexity of decision making this entails. Additionally, uniquely for this genre of game, terrain can have a major impact on the gameplay.
Guild Ball is played in all across the Empire of Free Cities encompassing a wide variety of terrain which in turn allows for huge variety of playing surfaces and landscapes. Guild Ball is a 28mm miniatures game played on a 3x3 tabletop and so you can use your existing terrain to create exciting playing areas (no grid system).
Fast Resolution Hit System…
Guild Ball’s core dice engine is designed to be fast and easy to perform, makes the game silky smooth to play. Using classic D6’s with an intuitive dice pool system, hit resolution is lighting fast with minimal computations.
Whilst the hit resolution system is fast and intuitive, the playbook allows for a huge variety of outcomes to each dice roll. You decide the in-game effect you need to deliver success…if you get enough hits of course!
Guild uses a resource management called Influence to control actions and movement each turn. This leads to an intense bluffing and counter-bluffing meta-game as well as a need for deep risk management and turn planning.
Guild Ball features a unique system that reflects the ebb and flow of a football match. As players perform and achieve in-game actions they generate Momentum which can in turn be spent on triggering special ‘plays’, shooting at goal or out of turn reaction moves. Any momentum left over at the end of the turn translates into a massive advantage on determining initiative the following turn.
Guild Ball models are carefully designed to play off and feed into each other. Clever players will discover a huge depth of strategy available to them, which will be reinvigorated each and every time a new model is added to the Guild’s roster of choices.
We’ve designed Guild Ball to encourage kicking and passing the ball. The game actively rewards you for doing so, which results in a fast paced dynamic game flow. Like all our game mechanics, kicking the ball is fast and simple to do.
Build the team you want to play…
Guild Ball uses a fast team sheet generation approach with built in customisability for each model which allows you, the player, the maximum amount of control over flexibility of options versus simplicity of models abilities. You decide your strategy and the team you need to deliver on it.
From the outset, the art brief for Guild Ball miniatures focused on two key areas; minis that were inspiring to paint but also imminently useable as gaming pieces.
We teamed up with the best sculptor and miniature manufacturer in the UK and coupled this with a brand new digital pipeline using the very latest in 3D printing technology to deliver outstanding results.
Every miniature is carefully considered in terms of pose, dynamics, the variety of textures, the availability of paint surface area (for freehand, team colours etc.) as well as fully supporting the look and feel of the Guild Ball setting.
We are intensely proud of our miniature range and can confirm they are available in both metal and resin options.
There are two co-founders, Mat Hart and Rich Loxam. Further to this core-duo, we have partnered up with video games industry art veteran, Doug Telford, who has previously worked on titles such as Heavenly Sword (PS3) and Kill Zone (PS3). We are also working with Russ Charles from Clockwork Goblin who is our amazing sculptor. Russ has recently gone full-time in terms of sculpting and has many top tier clients including PP on his books. Griffin Miniatures deals with our metal miniature production. We are working closely with Byron over at Element Games (UK) to help us with distribution.
As for our individual credentials...Mat Hart’s background is very heavy in gaming...he’s been producing video games for the last decade or more, with full Senior/Executive Producer credits on titles such as Heavenly Sword [PS3], Enslaved [PS3, 360, PC], Pigsy's Perfect 10 [PS3, 360, PC], DmC [PS3, 360] and Remember Me [PS3, 360, PC] on his CV...he is used to working to the highest standards of production and development and he has successfully shipped all of the above games on time, to budget and to quality.
Rich Loxam is a university trained digital designer (BA Hons) and qualified teacher. He’s been teaching design principles for the best part of 7 years and has been involved in hobby gaming for most of his life.
The competition side has been the biggest influence in most recent years playing Warmachine/Hordes by Privateer Press. During the last 5-6 years he has achieved the status of UK Hardcore Champion, 1st in the RankingsHQ league tables and consistently played at the top tables of most events. Most recently he has been awarded best in faction (2013) at the UK Nationals and UK Masters along with qualifying in the top 16 for the Invitational this weekend.
Alongside his playing achievements he has also been prolific in helping the Warmachine community grow within the UK. He is co-creator of the ETC (European Team Championship - www.teamchampionship.eu), helped start up SmogCon (www.smogcon.org), run MassaCON (www.massacon.com) and throughout this time has worked closely with various companies to help make these events both competitive and successful - building strong links with retailers throughout the UK and abroad.
Risks and challenges
We demand extremely high standards and will not accept below par work. Because of this, the people we have chosen to partner with are exceptional and are very much in demand. We have already secured their time and availability but this represents our greatest area of risk to the project development should our chosen partners become unavailable for any reason (illness etc.).
We have built strong relationships with everyone at every point in our supply chain, from artwork through to distribution but this is a new enterprise and there will be some teething problems. We have allowed contingency in our project time estimates to accommodate this kind of delay should it happen.
Our core team has the core skill set required to deliver a project of this size. We have vastly experienced retail support (thanks Element Games!) on our side along with vast project management experience in delivering complex creative lead projects (of up to £25m in value!). We are totally focused on transparency of development and delivering this project on time and have the skills and knowledge to do exactly that.Learn about accountability on Kickstarter
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