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Kickoff

Game ID: GID0178751
Game Info
Year
2024
Collection
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Description

Kickoff is the boardgame for real football fanatics, played with 11 pawns and corresponding cards on each team. Each card has a set of skills.

The game is being played with 5 six-sided dice to move around. When interacting with an opponent a combination of dice and the skills on the player cards will decide the winner.

Scoring a goal happens through the use of an action spinner, an eight-sided dice and a six-sided dice.

Try to score before your opponent does in a thrilling football game!

—description from the designer

Description

Kickoff is the boardgame for real football fanatics, played with 11 pawns and corresponding cards on each team. Each card has a set of skills.

The game is being played with 5 six-sided dice to move around. When interacting with an opponent a combination of dice and the skills on the player cards will decide the winner.

Scoring a goal happens through the use of an action spinner, an eight-sided dice and a six-sided dice.

Try to score before your opponent does in a thrilling football game!

—description from the designer

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video x_yDZbpmSpo Watch It Played Review at 0:24 sentiment: positive
video_pk 68630 · mention_pk 287167
Watch It Played - Kickoff video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Includes everything two players need to start playing.
  • Pre-assembled, pre-colored miniatures require no glue.
  • Durable plastic for miniatures.
  • Clear visual distinction in components.
  • Accessible rulebooks with a quick-start guide.
  • Distinct guild playstyles that tie into theme.
  • Strategic depth with influence and momentum mechanics.
  • Organized storage solution included.
Cons
none
Thematic elements
  • Guild rivalries settled on a pitch through a game of mob football.
  • The Empire of the Free Cities
Comparison games
none
Mechanics (from transcript analysis)
  • alternating activations — Players take turns activating one model at a time, allowing for immediate responses and tactical adjustments after each activation.
  • Attack rolls — Attacks are resolved by rolling dice against a model's defense number. Successes can result in damage or other effects based on the model's playbook.
  • Dodge — A special ability that allows a model to move away from an opponent without triggering a parting blow, facilitating repositioning and escape.
  • influence — Models generate and hold influence, which is pooled communally at the start of a round and then assigned to characters based on their position and the player's game plan.
  • Kicking (Shot on Goal) — A specific action to score points by kicking the ball into the opposing team's goal. It involves dice rolls and can be influenced by mascots or momentum.
  • momentum — A secondary resource that the whole team can use for various benefits, such as healing, kicking, or improving dice rolls. It is generated by certain actions and represents crowd support.
  • Playbook — Each model has a playbook that dictates the various outcomes and special abilities available when they succeed on an attack roll, influencing their actions and impact on the game.
  • scoring — Victory points are earned by taking out opposing players (2 VP) or scoring goals with the ball (4 VP). The first player to 12 points wins, often through a combination of both.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • When I saw this, I really felt like there was a lot of bases covered.
  • Exactly zero glue.
  • It's the complete rule set. Uh and it can also be found online.
  • The goal of the game of Guild Ball is to get 12 points. And you can do that in two different ways. Scoring points by taking out an opposing player is worth two victory points... And when you're able to score by getting the ball into the goal of the opposing team, that's worth four points.
  • It's a game of alternating activations.
  • The playbook is a very important aspect of guild ball. And even models that may have a similar stat line, if they have a different playbook, what they do on the table is going to be very different from one another.
  • Momentum is a secondary resource in the game of Gild Ball, and it belongs to your whole team.
  • So, you can pre-measure anything you want in Guild Ball. You can see what things are in range. You can make that plan and then execute it cuz it's more fun to do that than to make a plan, go to execute it, and be like, uh, just a little 16th of an inch away.
References (from this video)
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