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  1. Guild Ball is a great tactical game, but there is one point where the fate of the match is decided by a fifty-fifty die roll. This is of course the starting roll of 1D6 which is exempt of any tactics. My idea is: instead of the die roll, the first initiative would be decided by the total value of the two discarded game plan cards (or one of the cards, or one/both of the cards plus a die roll). This would give a great tactical element to an otherwise purely luck-based action. The luck factor would be still there but not so much as it is now.