gamedotty

Connecting players, creators, and communities through the joy of play.

Discover

Game CafesBoard GamesEvents (Coming Soon)

Creators

CrowdfundingPlaytesting (Coming Soon)

Company

ContactTerms & ConditionsPrivacy Policy

Connecting through the joy of play

© 2026 gamedotty. All rights reserved.

gamedotty
  • Games
  • Venues
  • Events
  • Crowdfunds

Guild Ball

2
0
1 hr
Default avatar

Mat Hart

Default avatar

Richard Loxam

8.0
CGS
Fantasy Sports
Medieval
Miniatures
Sports

Game Description

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--gaining 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--and more guilds to be released--Guild Ball allows coaches to choose their own play style.

Share

Games You Might Like

Cover image of Riftforce
7.6

Riftforce

220 min – 30 min
CGS
Card Game
Cover image of Summoner Wars (Second Edition)
8.5

Summoner Wars (Second Edition)

240 min – 1 hr
CGS
Card Game
Cover image of Giga-Robo!
8.6

Giga-Robo!

2 - 645 min – 1.5 hr
Anime / Manga
CGS
Cover image of KeyForge: Mass Mutation
8.1

KeyForge: Mass Mutation

215 min – 45 min
CGS
Card Game
Cover image of Skytear
8.3

Skytear

2 - 445 min
CGS
Card Game
Cover image of Flesh and Blood
8.4

Flesh and Blood

210 min – 50 min
CGS
Card Game
Cover image of Funkoverse Strategy Game
7.3

Funkoverse Strategy Game

2 - 420 min – 1 hr
CGS
Collectible Components
Cover image of KeyForge: Age of Ascension
7.3

KeyForge: Age of Ascension

215 min – 45 min
CGS
Card Game
Cover image of KeyForge: Worlds Collide
7.7

KeyForge: Worlds Collide

215 min – 45 min
CGS
Card Game
Cover image of Marvel Champions: The Card Game
8.2

Marvel Champions: The Card Game

1 - 445 min – 1.5 hr
CGS
Card Game
Cover image of Sorcerer
7.8

Sorcerer

2 - 430 min – 1.5 hr
Ancient
CGS
Cover image of Enchanters: Overlords
7.5

Enchanters: Overlords

2 - 430 min – 1 hr
Adventure
CGS