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Collected Clarifications Thread. Check here before posting new questions! (updated 15/10/18)

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This thread contains the Season 4 collected clarifications and frequently asked questions. The list contains mostly obscure interactions or explains how some rules interactions work.
If you have a rules question please look here first. If it isn’t here try searching the rules forum, as someone may have previously asked the question.
Please follow the Guidelines for Posting in the Rules Clarification Forum.

 

Guildball Season 4

Preparing for a Game

Setting Up (pg 7)
Deployment:- The entire team is deployed on the field (including Memory and Greede).

 

 

Playing the Game

Definitions (pg 9)
Entering:- A model has not entered by beginning an Advance, Reposition or Place within the affected area (though they may enter if they leave the area and then return afterwards).

Once Per Turn:- Does mean Once and it does mean in a Turn.

Pulse:- Pulses do not target and do not require a TN roll.

First Time/Next Time: This means the first or next time after an effect was applied (remember that this does not overrule any Once Per Turn limits a play or trait may have).

 

Conventions (pg 10)
Named Source:- Means plays of the same name, so 2x Gut and String does not stack, but Super Shot and Football Legend do. Dirty Knives 2x would apply [1]DMG on the second use, but the [-1] DEF does not stack. Also applies to traits (e.g. Berserk), conditions (e.g. can’t stack 2x Bleed) and AoEs (e.g. Harrier).

Dice Rolls:- Dice do not have to be re-rolled all at the same time, nor does a player have to declare how many dice in total they are going to re-roll, so long as each individual die is only re-rolled once (this is useful for turning a successful shot on goal into a potential screamer)

Resolving multiple effects simultaneously:- When multiple effects or abilities trigger at the same timing step, determine which effects have been triggered before resolving any effects. Resolving the effect of one ability does not prevent another ability that has already been triggered from resolving.

Temporarily friendly models:- During a turn a model may temporarily become friendly to the opposing player's team. While they are friendly to the opposing player's team, any sustained effects, markers or AoE that they generate will be friendly to the opposing player's team and will remain friendly to the opposing player's team when the model changes its allegiance back to normal.

For example: Morticians are playing against Falconers. Rundaas and Ikaros are within 1" of each other. Obulus successfully uses Puppet Master on Rundaas and chooses to make Rundaas make an attack against Ikaros. Rundaas is friendly to the Morticians player during the attack and scores two successful hits, which the Mortician player chooses to select a Playbook Character Play result and position a Harrier AoE. As Rundaas was friendly to the Morticians player when he positioned the AoE, the Harrier is also friendly to the Morticians player. After the attack, Rundaas is now an enemy of the Morticians player, but the Harrier remains friendly to the Morticians player.

 

Distance Measuring (pg 10)

Models that are exactly 1”, 2”, etc away from whatever they are being measured to count as being within that distance. E.g. A model with Unpredictable movement starts in base to base with another model, they then make a 2” dodge directly away from that model, they are still within 2” of that model.

Over:- means two or more game pieces sharing the same space, not including touching.

 

 

Normal Turn Sequence

Initiative Phase (pg 11)

A team who have the ball-marker behind their own goal-line and were in possession last do not generate [1MP] from the Initiative Phase if they go second.

 

 

Conditions & Condition Damage

Conditions (pg 12)
Knocked Down:- KD models still have active auras and a melee zone (e.g. for the purposes of Unpredictable Movement).
Traits remain active and can be used when knocked down. 
KD models may not engage a kicker but can intervene (no TN change, but -1 dice pool).

Sacrificing movement to stand up does not count as an Advance and the model has not moved,, so does not trigger things that are reliant on a model 'ending an Advance' such as Unpredictable Movement, Counter Charge, etc.

Taken Out by Conditions in the End Phase:- VP are awarded as normal, but as not taken out by an action no MP is awarded.

 

 

Actions

Movement (pg 13)
Advances:- For an Advance to begin or end there must be movement (i.e. an Advance of 0" does not begin or end and therefore does not trigger any abilities that are triggered by an Advance or Reposition beginning or ending).

Charges: Do no have to be directly towards the target. It 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.
If unable to end the advance engaging the target, the charging model does not have to move towards the target (i.e. models with the Furious trait may use this as a free sprint so long as the advance doesn’t change direction and the models activation ends when the advance ends).

Charges Engaging: If a charging model finishes its advance engaging the enemy model then the charge is successful, regardless of whether the target model becomes unengaged before the Attack part of the charge.

Pushes: Do not have to be away from the Pushing model unless specified.

 

The Ball-Marker

Possession of the Ball (pg 15)
Giving up possession:- A model that gives up possession may not snap the same ball-marker during the same activation. Other ball-markers may be snapped.
A model may not give up possession while making a kick.

Additional Ball-Markers:- Additional ball-markers follow the same rules for ball-markers and a model may be in possession of multiple ball-markers.
If tackled while in possession of multiple ball-markers, the active model may choose which ball-marker to tackle.

 

Kicking (pg 15)
Kick Range 0”:- A model with kick range of 0” can make a pass to a model is is touching bases with, take a shot on goal it is touching bases with or pass to a legal target spot with the ball touching bases.

 

Tap In (pg 15)
A model’s Kick Range is halved and rounded down to the nearest full inch to determine if a kick is a Tap In (i.e. a model with a 7” kick range would Tap In up to 3”).

 

Goal Kicks (pg 16)
The goal kick occurs after any end of activation effects (e.g. Second Wind) have been resolved.

 

 

Ball Scatter

Scatter Rolls (pg 17)
Scatter distance:- The scatter distance is the distance between the closest edges of the ball marker and the model it scattered from.

Scatter off the pitch:- The final landing-spot for a scatter may be off the pitch for resolving interceptions and terrain.

 

Throw-Ins (pg 17)
When a model or marker is positioned on the centre spot use the rule of least disturbance to place the ball.

 

 

Making an Attack

Common Results and Effects (pg 19)
Playbook Damage Result:- A playbook Damage result is a playbook result which contains a damage number) amongst its effects.

Push:- All Push results from a single attack are combined into a single Push in a straight line. Additional Pushes from Playbook Character Play Results and Traits are not combined with Playbook Push Results, they are resolved separately.

Dodge:- A model may choose to Dodge 0”.

Character Play Playbook Result:- The result is to trigger a character play. If the result is a momentous result and the effects of the character play are invalid or can be ignored by the target model, the attacking model still gains a momentum as the effect of the result (the play being triggered) has not been ignored.
Character Plays triggered from the playbook follow all the normal timing sequences for a Character Play - this means range and line of sight are measured when the play is resolved and a check for Taken Out is made at the end of each Character Play.

 

Parting Blow (pg 19)
Occurs any time a model Advances out of a melee range, even if you entered it during the same movement action.
The model is hit after leaving range, so is not engaged with the model hitting the Advancing model after the blow (e.g. if KD).

 

 

Plays

Area of Effect Character Plays (pg 21)
Does not need LoS to place the AoE or hit any models.
AoE plays may be Crowded Out, however there is no target model.
Roll for each model hit separately.
Do not roll to hit the target spot, only for models under the AoE.

 

 

Momentum

Gaining Momentum (pg 22)
Ball behind the line:- If a model is knocked-down by the opposing player while in possession of the ball-marker, and the ball-marker scatters behind that model's own goal line, that model's team may still generate MP. The placement of the ball-marker is done by the opposing team's Controlling Player.

Additional Ball-Markers:- Additional ball-markers created during the game do not prevent generation of Momentum if positioned or possessed behind a goal-line.

Take Down:- A model gains MP for the friendly team if it pushes an enemy model off the pitch causing it to be Taken Out.

 

Using Momentum (pg 23)
Pass & Move: The successful pass must be to another model. Pass & Move may not be used after a successful pass to space.

Counter Attack:- A model may declare a Counter Attack when suffering the knocked-down condition (though if they are knocked-down, they may not be able to make the attack).

Defensive Stance:- A model may use Defensive Stance when suffering the knocked-down condition.
A model may declare a Defensive Stance and Counter Attack in response to the same Charge.

Run the Length!:- Occurs at the end of the model's activation, alongside other end of activation abilities.
The Active model refers to the model that made the shot.

Encourage:- Can be used on models with full health and not suffering conditions.

 

 

Terrain and Ground

Types of Terrain (pg 25)
Cover is dependent upon where the attacked model is positioned, irrespective of where the attacking model is.

 

 

 

Union Players
Veteran Fangtooth:- Veteran Fangtooth may not play for Brewers or Fishermen.

 

 

 

Game Plans
Hunker Down:- the check to see whether a model benefits from this card is when the response is declared. Once it is determined if a model may or may not benefit, results of the initial attack cannot change this.

Lone Striker:- if this is used on Avarisse and Greede, both models suffer the -1 TAC.

 

 

Traits
Assist:- A model may have access to multiple instances of Assist from different named models but may only benefit from one at any time.

Back to the Shadows:- Damage caused by a Parting Blow will trigger Back to the Shadows at the end of a model’s activation.

Battering Ram :- Affects models who are in base-to-base contact at the start of an Advance if Ramming Speed is active.

Berserk:- The free Attack does not have to be against the same target, or even immediate – the model can even move before taking it if able.
A model cannot use Berserk outside its activation (e.g. when Seduced).

Blessings of Old:- Damage caused by a Character Play attack result is "from" the attack action.
Damage effects triggered by movement of a model is "from" the action that caused the movement.
Damage effects triggered by causing damage or by a take out are "from" the action that caused the damage or take out.
A Parting Blow is a separate action from the advance that triggers it.
Blessings of Old has no effect on damage that is not from an action. (I.e. condition damage in the maintenance phase, damage from Grim Caress)

Big Game Traps:- The only way to remove an existing trap is to trigger it.

Contract:- Models with this trait activate simultaneously; they can take alternate actions.
Avarisse & Greede's activation begins when either model commences its activation, and ends once either model ends its activation (e.g. after making a successful Shot, or triggering Second Wind).

Control Strings:- Brainpan’s activation triggers Control Strings.
The Active Player can resolve either 'at the start of this model's activation' effect first, so Memory can Dodge [2"] from the start of Brainpan's activation even if he is placed due to Thought.

Counter Charge:- Occurs when the Advance part of the charge has ended, before the Attack part of the charge.
Is an Attack (i.e. is not a Counter Attack) and therefore does generate MP as normal.

Escaping Fate:- Triggers at step 3 of the Sequence of an Attack and Sequence of a Character Play.

Fear:- If a Play or Attack is declared without spending influence then Fear has no effect.
Character Plays that cost extra due to Fear also get the extra dice on that play's TN test.
AoE Plays do not target a model and so do not trigger Fear.

Flying:- Does not ignore markers (i.e. triggers traps)

Follow Up:- Is a Jog, so is an Advance, and subject to Parting Blows.
Parting Blows by the following up model are resolved prior to the Follow Up move.

Fulmination:- the enemy model must be suffering the condition when the attack is made for this trait to trigger.

Give It a Whack:- May be used whilst Farris is suffering the knocked-down condition. This kick costs influence to make.

Inanimate Object:- A model cannot generate VPs from inflicting the taken-out condition on a model with the Inanimate Object Character Trait, including from any abilities. This has no effect upon MP generation.

Launch Control:- You do not need to be in possession of the ball-marker to use Launch Control.
Launch control lets you have a free Long Bomb and pass each turn.

Momentous Inspiration:- Triggers on hits when using a Character Play that has a damage component, does not need the damage to actually occur (e.g. if negated by Tough Hide).

Precise Calculations:- only TN dice can be re-rolled, not scatters.

Protective Instinct:- does not prevent Counter Attacks and Parting Blows from being declared against other models.

Reanimate:- Triggers at step 3 of the Sequence of an Attack and Sequence of a Character Play.

Resilience:- Negates the entirety of the Attack/Character Play, including Momentum generation. Resilience triggers as soon as the model is hit, before playbook results are selected or play effects resolved.
An Attack has to get at least one net-hit (i.e. after Armour) to hit the model and trigger Resilience.
If a model with Resilience is affected by a Play, but is not the target (e.g. AoE Plays), then Resilience is not triggered.

Rising Anger:- Gives MP to whichever team is friendly at the time the damage is taken.

Rush Keeper:- Occurs when the Advance part of the charge has ended, before the Attack part of the charge.
Is an Attack (i.e. is not a Counter Attack) and therefore does generate MP as normal.

Six Pack:- One beer-token pays for one character play regardless of its usual influence cost. E.g. Smashing Face costs 1 beer-token or 2 Influence.

Skilled Within Shadow:- Does not negate the [-1] dice due to cover so the net effect is [+1] TAC.

Smell Blood:- The target has to be suffering the bleed condition prior to the Attack to get the [+1] damage.

Soul Seer:- If the damage from Soul Seer is enough to reduce the model to 0HP, they are Taken Out before they can resolve the Character Play.

Spider Nests:- A model that starts a sprint or charge in base to base with a nest marker must move over it to remove it.

Spiderlings:- the crowding out penalty applies to Attacks and Plays.

Spillage:- The measurement to determine which models are affected are from when the kick is made, before any Pass and Move or other abilities take effect.

Swift Strikes:- If damage is reduced to [0] (e.g. by Tough Hide), no damage has been caused and therefore the dodge does not trigger.

Tag Along:- May not be used on the Jog during a kick-off.

Team Player:- Applies to the entire damage result, e.g. in the case of a wrap.
Damage through Team Player can trigger Between a Rock… and other traits.
If the Team Player is taken out, the opponent is considered to have inflicted the taken-out condition.
Damage transferred by Team Player still causes Berserk to trigger.

Tough Hide:- Works on all Plays – Character, Heroic and Legendary. Does not work on Character Traits.
In the case of multiple playbook damage results (e.g. from a wrapped attack), Tough Hide reduces each individual result by [1] DMG.

Winter’s Blessing:- You can gain the benefit of both Winter’s Blessing and Fast-ground at the same time.

 

 

Plays
Ball’s Gone:- A model already in possession of the ball-marker may not use Ball's Gone in order to get a free Pass.

Clone:- Negates the entirety of the Attack/Character Play, including Momentum generation. Resilience triggers as soon as the model is hit, before playbook results are selected or play effects resolved.
An Attack has to get at least one net-hit (i.e. after Armour) to hit the model and trigger Clone.

Confidence:- Confidence is used up by the model's next attack or character play, regardless of whether a character play needs a TN test or not.

Goad:- If the model can Charge/Counter Charge while still Advancing directly towards the Goading model, it is legal to Charge another model.  Otherwise, the model can’t move so the Charge would fail.
Whilst moved under the effect of a play such as Puppet Master, the Goaded model must still Advance directly towards the model that used Goad.

Horrific Odour:- If a Kick is declared without spending influence then Horrific Odour has no effect.

I’m Open:- If the friendly model with the ball cannot target the model using I’m Open with a Pass (i.e. has too short a KICK range), nothing happens.

Last Light:- You have to spend the same amount of MP as you would Influence
You can spend Influence or Momentum but not both.
As MP is spent, a Play used with Last Light is not affected by Fear.

Lob Barrel:- Centering the template over a model lets you choose the direction of the Push for that model.

Mine Field:- Does trigger ‘Rising Anger’.
Is affected by Tooled Up.

Pay the Piper:- Each separate deceleration of spending MP counts as a separate time. For example, an enemy declaring a defence stance and counter attack in response to a charge would net Piper's friendly team 2 MP. A further 1 MP would be gained if the counter attack then uses Bonus Time!

Pick Me Up!:- If Avarisse suffers the taken-out condition while Greede is off the pitch due to Pick Me Up!, Greede remains off the pitch but does not suffer the taken-out condition. If Greede is off the pitch due to Pick Me Up! he is not suffering the taken-out condition, so can not be bought back onto the pitch using Icy Sponge, he may only return to the pitch using Drop Me Off!

Puppet Master:- The target of Puppet Master generates MP for whichever team it is friendly to.
Becoming friendly to the opposite team makes you enemy to your own team (for Counter Attacks etc).
Puppet Master can be used on friendly models, including the origin model.
The Controlling Player may spend [1] MP to activate Gliding for the model.
The Controlling Player may spend [1] MP to Bonus Time the model’s action.

Red Fury:- If Rage uses Red Fury on himself, he would be unaffected by Fear.

Second Wind:- Is outside activation.  May not unsnap the ball-marker or spend MP.  May Snap To the ball-marker.
May be used after scoring a goal.
Second Wind triggers when the model Second Wind has been used on ends its own activation. I.e. when the Controlling Player decides that the model's activation is over/the model's activation ends due to a goal being scored by itself or another friendly model.

Seduced:- The target of Seduced generates MP for whichever team it is friendly to.
Becoming friendly to the opposite team makes you enemy to your own team (for Counter Attacks etc).
The Controlling Player may spend [1] MP to Bonus Time the model’s action.

Snowball:- Additional ball-markers follow the same rules for ball-markers and a model may be in possession of multiple ball-markers.
The additional ball-marker does not prevent momentum generation if behind the friendly goal line.
A player can use Ball’s Gone multiple times if the target has multiple ball-markers. Resolve each pass and Pass and Go before resolving the next.

Take Flight:- The controlling player may choose the order of taking the free advance and gaining Flying.

 

 

Heroic Plays
Waverunner:- This is once per turn during this model's activation.

 

 

Legendary Plays
Breach!:- If used to take a Shot, [1] MP is still required.

Call of the Sea:- A pulse affects models in range at the time it is triggered. Thus the Dmg Hag must suffer is calculated as soon as the ability is used. The controlling player may still choose the order of resolving the Pushes, Dodges & Dmg, but the amount of Dmg cannot be reduced.

Casket Time:- Play is an action. It must be declared to be used and can not interrupt another action.

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