Guild Ball Rules Clarifications

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  • 8/17/2019 Guild Ball Rules Clarifications

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    Advance

    -Jog, sprint or charge are advances, any other type of movement of a model is a reposition. Dodges

    and Pushes are repositions, not all repositions are Doges or Pushes (ie lure)

    ARM:

    -Does not have any effect on plays, only attacks.

    -Negative values do not increase numbers of hits

     

    Charges

     -Must be in a straight line

     -May result in a model charging past the target, so long as the charging model ends its advance

    engaging the target the charge is successful.Do not need to be to!ards the target model if target

    model is out of range. ".#. $urious models may use this as a free %print as long as the &harge is still

    in a straight line and the charging models activation is ended immediately if the &harge move ends

    !ithout the charge target in melee.

     

    Cover:

    -&over templates such as smoke bombs do not affect 'o%, only &

     

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    Crowding out:

    -"gnores the target model in both plays and attacks.

    - *# plays may be cro!ded out, ho!ever there is no target model.

    Dodges

    %ee Pushes belo!

    Engaging the goal:

    -+ou cannot engage the goal token to make a shot more difficult, but you can be an intervening

    model.

    Entering an Aura:

    -Defined as the follo!ing -hen a model dvances or epositions and that movement takes the

    model !ithin another players aura.

    -Mercury and &alculus can/t move up to other people to have them enter it.

     

    Entering an AOE:

    -0Models entering or ending their activation in this ongoing1effect o# suffer the 222 condition.0

    1"f a model is pushed into the o#, or in any !ay moves into the o# during its activation, or outside

    its activation, it has entered the o# and !ill trigger the effect. he enter and end activation

    triggers are separate.

    Friendly

    -  model counts as friendly to itself 

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    Icy sponge:

    -No icy sponge tokens means no coming back onto the pitch even if you have health.

    -$ull 3P is not an icy sponge recovery level.

    -"f a player is pushed off the pitch and aken *ut !ith a number of 3P above their first "cy %ponge

    level and belo! the second, they may remove the single "cy %ponge to recover health up their their

    second "cy %ponge level

     

    Influence Allocation

    -#ach model may only be 4allocated/ "nfluence up to their ma51"N$. his applies at all times. Models

    may still receive "N$ above their ma5 by other means, such as topping out, superior strategy bag of

    coffers but NO *ld Jakes for e5ample.

     

    !ic"s

    -  #ass is a type of !ic" action !hich targets either a player or a point on the pitch. "t is not at goal,

    that is a %hot.

    -+ou cant 6ick (shot or pass) unless the target point is !ithin range. 7nder 06icking %e8uence0

    ----he 9all path during a kick is

      •  center to center for a Pass,

      •  center of the kicking model to any point on the goal for a %hot

     

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    !ic" $catter:

    -7sed for missed shots on goal, centered on the goal and pointing a!ay from the kicker as usual.

    1he goal token is a barrier. "f, after the scatter, the ball path passes over the goal token, the ball

    !ould contact the goal token and stop, as per normal for a barrier.

     

    !ic" %odifiers

    -+ou may engage the kicker or count as intervening but not both

    -+ou may be engaging the kicker and receiving player.

    -+ou may be intervening and also engage the receiving player 

    -+ou may be intervening, engaging the receiver and also blocking '*% all at the same time

     

    !noc"ed Down:

    -6D models still have active auras and a melee :one (for the purposes of unpredictable movement)

    -hey may not engage a kicker but can intervene (no N change, but 1; dice pool)

    -%acrificing movement to stand up does not count as an advance, so does not trigger things that are

    reliant on a model ending an advance such as unpredictable movement, counter charge,

    responsive play etc.

    Na%ed source:

    -Means plays of the same name, so

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    #arting &low:

    -*ccurs any time you leave a melee range, even if you entered it during the same movement action.

    -Does not apply to repositions (dodge, push).

    -+ou are hit after leaving range, so are not still engaged !ith the person hitting you after the blo! (eg

    if 6D).

     

    #lay'oo" Da%age Result

    -  playbook damage result is a playbook result !hich contains a damage component (i.e. a

    number). Plays triggered from a playbook result are not playbook damage results (for e5ample

    scything blo!).

     

    #ushes(Dodges:

    -%ingle push of length defined by the number of arro!s, not a series of ;= pushes.

    -Dodges don/t have to be in a single straight line, !hile pushes do.

    --hen selecting a playbook result !ith a dodge, you may choose not to dodge (see dodge !ording

    on pg >?). "n the event you choose not to dodge minefield, or similar, !ould not trigger.

    -Pushes do not need to be directly a!ay, unless specified other!ise (brick, mallet, to!er etc)

    -Pushes @ dodges are repositions

     Pulses

    Pulses do not target, you do not roll to hit.

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    Ranged plays:

    -Do not randomise !hen targeting models engaged in melee

     

    $nap to:

    -Does not apply along the ball/s path, Aust at the final landing spot.

     

    $tandard $catter:

    -9all snaps to nearest player !ithin ;= from final landing spot. he ball cannot be intercepted during

    the scatter.

     

    ac"le:

    -&annot select a result if the target doesn/t have the ball. +ou may select a playbook result

    comprising multiple components as long as you can resolve at least ; component. #.B. you may

    select a result that contains and C even if the opponent has not got the ball since you could still

    resolve the dodge.

     errain(O'structions:

    -&over applies if the target model is !ithin ;= of the obstruction, regardless as to !here the attacker

    is positioned. 

    Barriers - you can't kick (pass or shot) over a barrier. pplies to parting blo!s if the target is

    still in cover.

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     )rapping the play'oo":

    - ll happens simultaneously, so !hile you can choose any order for the multiple results, no bonuses

    from those results apply to others only bonuses active before the attack started.

     

    Mo%entu%

    - ll Momentum is used up !hen its added to the "nitiative roll, there is no carry over into the ne5t

    turn.

     

    &ehind the goal:

    -"f the ball scatters off a team/s goal, it does not count as having touched one of their models so they

    may generate MP until one of them touches it.

    &onus i%e:

    - pplied after all other modifiers have been calculated

     

    Co%e on Mate:

    1Does not re8uire 'o%.

    Counter Attac"

    -+ou may not counter attack a counter attack.

    1he only legal instance of counter attacking a counter attack is from a Plot &ard, see Protect +our

    9alls belo!

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    Defensive $tance

    -+ou may Defensive stand !hen knocked do!n.

    -+ou may Defensive %tand and &ounter ttack in response to the same charge

     

    *liding:

    - n active model may spend E;F MP to move across rough1ground !ithout penalty for the remainder

    of the turn.

     

    #assing:

    -%uccessful kicks to a spot on the field do not generate MP as they are not a successful pass.

    -Neither is a snap1to that goes to your o!n team, so no MP there.

     

    Run the length:

    -*ccurs before your activation ends, goal kick happens after.

    $nap $hots

    --hen a goal is scored the current activation (of the model that made the pass) immediately ends.

     

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    #lot Dec"s:

    -Players share a Build Plots deck

    Protect Your Balls

    -May be played in response to a tackle even if Don't ouch he !air has also been

    played, P"B is an 'i##ediate' $%. i.e. before D! occurs. Does not re&uire

    'declaration' of a counter attack.

     

    $ideline Repairs:

    --orks as "cy sponge does (arrive and move), but on any edge in your half.

     

    +engeance:

    -Does not trigger !hen models are pushed off the pitch the cro!d causes the taken out condition,

    not the opposing player. %till get GP though.

     

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    a"e a &reather:

    -Poison, 6D, 9urning and 9leed are the only current conditions (and so can be cleared by ake a

    breather).

     

    a"en out 'y Conditions:

    -GP a!arded as normal (

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    &ag of Coffers:

    -During &oin/s activation, can grant ;inf and one free use of bonus time to a model.

    -May go over ma51"N$ see "nfluence allocation above

    &e,er":

    -he free attack does not have to be against the same target, or even immediate you can move

    before taking it if you are eligible.

    -+ou cannot be:erk outside your activation (eg !hen seduced).

     

    Counter Charge:

    -Does not cost influence.

    -*ccurs before the attack part of a charge

    -"s an ttack (ie is not a counter attack) and therefore does generate momentum as normal.

    Fear:

    -"f you are not spending "nfluence to make a Play or ttack targeting the $ear model, you do not

    trigger $ear (includes furious, puppet master attacks, and be:erk attacks)

    -&harges that are paid for !ith "nf cost e5tra.

    - *# Plays and ttacks (such as 'ob 9arrel) do not target a model and so do not trigger $ear.

     

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    Follow up:

    1eposition, not advance, so does not take parting blo!s.

    -Parting blo!s by the follo!ing up model are resolved prior to the follo! up reposition.

     

    Flying:

    --hen this model moves it ignores other models bases, terrain and ground- "t cannot end its

    movement overlapping another base or barrier terrain.

    1 $oul *dour is rough1ground, so Dirge !ould ignore it !hile making a move

     

    *luttonous Mass

    -Negates the entirety of a playbook result, including parts like dodges and momentum generation.

    he result basically Aust doesn/t happen.

    - *# Plays and ttacks (such as 'ob 9arrel) do not target a model and so do not trigger.

     

    .ifedrin"er:

    -/3P regained per attack each ne! attack can generate /3P

    -%ingle attacks !ith multiple playbook results or multiple targets only get ;3P (eg scything blo!).

     

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    Maveric":

    -"gnores friendly $oul *dour, or in fact any friendly play (lob barrel, scything blo!I)

    - nything benefiting age, so %ingled *ut increasing his &, or Marked arget increasing his M*G,

    !ould not affect age due to Maverick. nything that debuffs an enemy model (housand &uts,

    Dirty 6nives) !ould still have the effect as its not affecting age.

     

    Mo%entous Inspiration:

    -riggering a play off the playbook (such as scything blo!) does not generate hits for the character

    play so does not grant the e5tra momentum.

    -riggers on hit !hen using a character play that has a damage component, does not need the

    damage to actually occur.

     

    Responsive #lay:

    -Does not cost influence.

    -*ccurs before the attack part of a charge

    -"s an ttack (ie is not a counter attack) and therefore does generate momentum as normal

     

    Regeneration:

    --orks off field (!hile taken out), occurring before conditions and icy sponges are resolved.

     

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    Rush !eeper:

    -Does not cost influence.

    -*ccurs before the attack part of a charge

    -"s an ttack (ie is not a counter attack) and therefore does generate momentum as normal.

    Skilled with Shadow

    -Does not negate the - dice due to cover so the net eect is ac.

     

    $wift $tri"es:

    -"f damage is reduced to (such as by tough hide), no da%age has 'een caused and

    therefore the dodge does not trigger (apples for other on damage effects, such as venomous

    strike, life drinker, crucial artery). KKhis is a change to the previous ruling.KK

     

    ough hide:

    --orks on all plays normal, legendary and heroic.

    -Does not !ork on character traits.

    -see also the errata.

    0npredicta'le Move%ent:

    -$rom base contact, a

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    AoE plays:

    -oll for each model hit separately.

    -Do not need 'o%.

    -Do not roll to hit a target spot, only for models under the o#.

     

    &all1s *one:

    -*verrides &lose &ontrol as it is not a tackle result, but a play incorporating a tackle.

    -Does not trigger Protect your 9alls (Plot) for the same reason.

    -May give the ball to the model triggering balls gone. (ie greyscales can give it to himself)

     

    Clone

    -Negates the entirety of a playbook result, including parts like dodges and momentum generation.he result basically Aust doesn/t happen.

     

    Creation:

    -"f a model is returned to play, it does not get a second activation if it has already activated.

    -"t does get to activate if it hasn/t already done so that turn, and returns !ith !hatever influence ithad !hen taken out in order to do so. "t cannot be allocated any ne! influence.

    --hen a player !ho can subse8uently be created is taken out the first time, GPs are generated as

    normal. "f they are taken out again, follo!ing use of the creation trait, they do not give GPs

     

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    Forceful &low

    -$orceful 9lo! !ill only trigger once in the case of a !rapped Playbook.

     

    *oad:

    -"f you can charge@counter charge !hile still advancing directly to!ards the goader, it is fine to

    charge someone else. *ther!ise, you can/t move so the charge !ould fail.

     

    2orrific Odour:

    - s fear, only triggers if "N$ is being spent. %o no impact on snapshots etc.

     

    .o' 'arrel:

    -Push and 6D are simultaneous, active player chooses the order in !hich they resolve. (his is a

    change from the previous ruling.)

    -&annot push the ball.

    -&entering the template over a model lets you choose the direction of the push.

     

    .ure:

    -Movement caused by this play is a reposition (but not a Dodge or Push 1 so cant be done if knocked

    do!n), not an advance.

    Overcloc"ed:

    - ctive player chooses !hen it occurs i.e. before or after second !ind.

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    #uppet Master:

    -he opposing model forced to perform actions generates MP for the active team.

    -9ecoming friendly to the opposite team makes you enemy to your o!n team (for parting blo!s etc).

    -9eing friendly prevents you 4voluntarily/ !alking off the pitch.

    -Play can be applied to friendlies and even the origin model.

     

    Ra%%ing $peed

    --orks on models !ho is base to base at start of advance (assuming ramming speed has been

    used)

     

    $econd)ind

    -amming %peed applies during it

    -"s outside activation. May not unsnap the ball or spending MP. May snap the ball to itself.

    -&hoose order of overclocked @ second !ind use.

    - pplies to all of the models activations (i.e. superior strategy models !ould get it t!ice)

    -May be used after scoring a goal (and after doing a dodge follo!ing scoring a goal)

    $educed:

    -he opposing model forced to perform actions generates MP for the active team.

    -9ecoming friendly to the opposite team makes you enemy to your o!n team (for cro!ding out etc).

     

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    Cas"et i%e:

    -%ee errata.

    -Play must be activated before an attack that takes out a player (not after discovering that you are

    able to take them out).

     

    Mine Field:

    --orks on all repositions, in and out of activation

    -his !ill be reflected in an upcoming errata, but until then, please play Minefield !ith the follo!ing

    !ording

    1#nemy models suffer E;F DMB each time they end a Reposition move in the aura. #nemy models

    starting an Advance in the aura or entering the aura as part of an Advance suffer E>F DMB. his

    aura only triggers once per Advance-

     

    #seudoepigraphy 3.#4:

    -#ach "nf spent (up to L) after using this play generates ;MP

     

    $tri"e fro% the $hadows

    -his Play may not be used !hile making an Advance