Progress! That's what these Dark Ages need, someone with a little get-up-and-go. You've been a serf in this one-pig town long enough, and it's time to shake things up. You've opened a guildhall for like-minded professionals from all over Europe to work together, build their trades, and get some economic stability.
Now if only everybody else didn't have the same idea...
Well, you'll just have to do it faster than those other guys! Gather professionals into chapters, and use their combined might to reach for victory. Collect complete color sets of professions (all five colors of Trader, for instance), which you use to buy victory points (VP). The first player to gain 20 VP on her turn wins.
In Guildhall, each profession grants you special abilities, and these abilities grow stronger the more of the set that you complete. When you cash in the set for victory points, however, you lose the ability until you can build it up again. Which professions are worth risking VP to keep?
Guildhall Review
GTS 2013 - Guildhall
- Gets more fun with more players (2-4 player game)
- Interactive element makes players careful about their plays
- Strategic depth in managing cards and choosing actions
- Expansion adds new profession cards for more variability
Mechanics (from transcript analysis)
- action selection — On their turn, players have options to play a card, take an action, discard cards and draw, or turn in cards to score a chapter.
- card drafting — Players draw an initial hand of nine cards and can choose to discard and redraw if they don't like their hand.
- hand management — Players manage their hand of cards, deciding whether to play them, discard them, or hold them for future turns.
- set collection — Players aim to collect five cards of different colors within a profession to form a chapter.
- take that — The assassin profession allows players to target and destroy cards that opponents have.
- Variable player powers — Each profession card has unique abilities that activate when played, and the potency of these abilities can increase with more cards of the same profession in the Guild Hall.
Video topics + discussion points
Quotes (from this video)
- I've brought my favorite game this is Guild Hall
- The more cards that I have in my Guild Hall as I play these cards in the same profession gives me a chance to do more and more things
- this game clearly has an interactive element as well you're not just doing your own thing
- literally every turn even after a player has turned and even myself I have to be careful about what I'm playing and what they are looking at what I'm playing
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
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- ghost you don't have to do a bunch of weird O's so ghost will be the code word
References (from this video)
- Can start playing for free by downloading rules, templates, unit cards, and paper cutouts.
- Starter set includes pre-assembled and pre-colored miniatures.
- Models are becoming pre-assembled plastic in future releases, making them easier to get to the table.
- Kickoff starter set provides everything for two players to learn and play the complete game.
- Tournament-ready teams are provided in the box for immediate play.
- The game can be played with a shorter point goal or on a smaller board for an introductory game.
- Includes a complete rulebook and an introductory booklet.
- Video series is available to teach the standard game.
- Some figures require assembly and painting.
- Guild plots are not included with the starter set and are needed for the full game experience.
- New seasons can introduce new guilds or update unit cards, potentially requiring additional purchases (though cards can be printed).
- A rough and tumble sports miniatures game, representing what happens on the field and behind the scenes in the larger narrative of the game's story.
- Played between neighboring towns on feast days, leading to national level games between powerful guilds that use popularity to negotiate background deals and increase influence over the populace.
Mechanics (from transcript analysis)
- Ball Scatter — When a kick is successful, the ball can bounce and scatter. A scatter template is used, with direction determined by a die roll and distance also determined by a die roll. The player can reroll the scatter once if the initial kick was successful.
- Goal Scoring — Victory points are gained by kicking the ball into the opponent's goalpost.
- Guild plots — Special effect cards that players can use during a match, which are dealt and chosen privately.
- Health Points — Models have health points tracked on their character cards, which can be marked with a dry erase marker or managed with health point dials.
- Kicking — A player's kick stats determine how far they can kick the ball. Kicking involves rolling dice against a target number. Successful kicks have a controlled scatter mechanic, while failed kicks have an uncontrolled scatter.
- Movement — Players can move models a number of inches equal to the first value on their profile card under the movement stat. Movement can be in any direction, and direction can be changed during movement.
- passing — Players can perform a pass action, kicking the ball up to a distance determined by their kick stat. A successful kick requires a target number test (rolling dice equal to the kick value, needing a 4 or higher).
- Taking Out Players — Reducing an opponent's health points to zero forces them to be removed from the field, granting victory points. Taking out a mascot yields fewer points than a regular player.
- Team building — Players choose from different factions and custom build their team by selecting a captain, a mascot, and four additional players from the same guild. Union players can also be added to other guilds' teams.
Video topics + discussion points
Quotes (from this video)
- Guild ball is a rough and tumble Sports Miniatures game where each player will choose from one of several different factions and then custom build their own team which they'll use to rush pass and Bash their way to goals and domination.
- Guild ball which was something like North American soccer although with much more brutal tactics was in the history of this game's setting played between neighboring towns on feast days.
- The game represents not only what's happening on the field but also what's happening behind the scenes especially in the larger Narrative of the game story.
- The objective of Guild ball is to be the first team to score 12 victory points.
References (from this video)
- engine-building through cards in chapters
- multiple interesting card interactions enabling various paths to victory
- variety in victory point cards allowing chaining combos
- hand safety until cards are played, enabling planning
- chaos can occur, but it can be controlled
- iconography can be slow to learn due to many icons on cards
- analysis paralysis in multiplayer (especially with trader interactions), leading to slow rounds
- in some player counts, trailing players may slow the game down
- set collection and engine-building
- rule explanation with personal review
Mechanics (from transcript analysis)
- assassin / historian / weaver / traitor interactions — Assassin can kill cards in an opponent's guildhall; Historian can retrieve or reveal cards; Weaver can move cards from hand into chapters; Traitor can swap or take cards from opponents.
- card placement and constraints — When you play a card, it goes to your chapters at end of your turn; you cannot play a card into the action area that matches a card you already have in your chapters.
- dancer cards — Dancer cards let you draw cards equal to the number of dancers in your chapter and grant an additional action.
- end game bonuses — Game ends at the end of a turn when a player has 20 or more victory points.
- endgame — Game ends at the end of a turn when a player has 20 or more victory points.
- hand safety vs on-table disruption — Cards held in hand are safe from opponents' effects until played; playing cards exposes them to assassins/traitors.
- set collection — Create sets (chapters) by collecting colors; complete a set when you have one of each color for a guild, then turn in for victory points.
- set collection / chapters — Create sets (chapters) by collecting colors; complete a set when you have one of each color for a guild, then turn in for victory points.
- two actions per turn from three options — Choose to play a card from hand, discard cards to draw, or spend completed sets for victory points.
- weaver progression — Weaver levels (0/2/4) change how many cards you can move from hand into chapters.
Video topics + discussion points
Quotes (from this video)
- spoiler alert I love this game
- I really love this game
- the victory point system is just really really really really cool
- this is really cool and this is just a couple examples of the things you can do
- the rules well that could just be really powerful