Guild Ball Wikia
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Official Terrain 2017

Masons & Brewers Terrain Pack

Terrain plays a big role during the course of a game of Guild Ball, affecting things that range from how the ball reacts to how models traverse the pitch.

There are no set rules for how much terrain to use, as Guild Ball may be played anywhere, from a purpose-built pitch or a town square to an old battleground or crumbling ruins — even in a pig field! Just be sure to agree with your opponent to define the terrain before starting the game. If you would like guidelines on the amount of terrain to use during a game and appropriate game sizes for each type of terrain feature, see the terrain rules for organized play.

Definitions of Terrain[1][]

It's possible to use many and varied types of terrain in a game of Guild Ball. For each piece of terrain, agree with your opponent what type it is.

Terrain pieces are usually quite obvious, but some could be defined in multiple ways. It's vital that both players discuss and agree what each piece of terrain is before any game begins.

Some model abilities cause an area of the pitch to be treated like a certain type of terrain. This effect is in addition to any effects from already existing terrain.

Open Ground[1][]

Describes mostly even, clear ground free of any hazards such as grassy fields, streets, roads, tracks, desert, tundra, and so on.

Open ground is the default for the pitch, so you don’t need to declare this!

There are no special rules for open ground.

This term was hyphenated as "open-ground" in the Season 1[2], Season 2[3], and Season 3[4] Core Rulebooks.

Rough Terrain[1][]

Rough terrain would be something like thick mud or bogs, puddles, streams, ploughed fields, or areas with trip hazards such as broken masonry.

A model that moves within rough terrain at any point during an advance suffers –2"/–2" MOV. This penalty is incurred only once per advance for the duration of that advance.

Rough terrain was referred to as "rough-ground" in the Season 1[2], Season 2[3], and Season 3[4] Core Rulebooks.

Fast Terrain[1][]

Fast terrain refers to slippery areas of the pitch such as ice patches, slick mud, wet cobblestones, or wet wooden decking.

A model that moves within fast terrain at any point during an advance gains +2"/+2" MOV. This bonus may be gained only once per advance for the duration of that advance.

Fast terrain was referred to as "fast-ground" in the Season 1[2], Season 2[3], and Season 3[4] Core Rulebooks.

Types of Terrain[1][]

Cover[1][]

When attacking a model that is benefitting from cover, the attacking model suffers –1 TAC for the duration of the attack.

Obstruction[1][]

An obstruction is a small- or medium-height terrain feature such as a crate, statue, platform, wagon, boulder, or bale of hay.

A model in an obstruction or within 1" of the edge of an obstruction benefits from cover.

A model may move over an obstruction. Models may not end their movement on top of an obstruction or be placed on one. (Prior to this Season 4 rule change, models were allowed to end their movement on top of, or be placed on, an obstruction so long as there was sufficient room to position the model's base.) Models may not advance over an obstruction during a sprint or charge.

While a player is in control of another player’s model, that model may not move over obstructions.

When a ball makes contact with an obstruction during a scatter, use the rule of least disturbance to place the ball in base contact with the obstruction along the ball path.

A marker may not be placed on an obstruction.

Barrier[1][]

A barrier is an impassable terrain feature, usually due to height. This category of terrain includes things such as cliffs, buildings, and boulders.

A model within 1" of the edge of a barrier benefits from cover.

A barrier blocks LOS. A model or marker may not move into or be placed onto a barrier.

The ball may not be placed on a barrier. If the final landing spot is within a barrier or the ball contacts a barrier during a scatter, use the rule of least disturbance to place the ball in base contact with the barrier along the ball path.

Forest[1][]

A forest is often represented by a number of trees on a base.

A forest is rough terrain. A model within a forest benefits from cover.

A model making a kick while within a forest, or one making a kick to a target spot or target model that’s within a forest, suffers –1 dice pool. This penalty is incurred only once per kick.

A model may draw LOS into or out of a forest but not through a forest.

Organized play rules[5][]

From the Regional Cup Organised Play Rules - Season 4 document (last updated 28 January 2020):

Before the tournament begins it is the T.O.'s responsibility to arrange the terrain for all Pitches used during the tournament. The T.O. must endeavour to create balanced play environments.

As a general rule, an average Guild Ball Pitch should have four to six pieces of terrain evenly spaced with no terrain in either Player's deployment zone. A mix of different types of terrain is encouraged.

Restrictions:

  • A minimum of 50% or more (rounding up) of the terrain pieces per Pitch must be 'Obstructions'.
  • There must be no more than 1 'Forest' and 1 'Barrier' per Pitch.
  • 'Obstructions' must be no larger than a 3" by 3" square.
  • 'Barriers' must be no larger than a 4" by 4" square.
  • 'Rough Ground' and 'Forests' must be no larger than 6" in any dimension.
  • 'Fast Ground' must be no larger than 3" in any dimension.
  • In addition, 'Fast Ground' must be placed completely within 6" of an edge of the Pitch.
  • No terrain feature can be placed within 6" of another terrain feature or a goal-post.

In competitive Guild Ball tournaments, the Guilds make sure they find Pitches that allow the teams to play without undue interference from badly positioned trees. The spectators are there for the game, not the gardening, hence the restrictions above!

Previous Seasons[]

Unofficial[]

https://www.longshanks.org/tools/documents/opd/

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Mat Hart, Richard Loxam, & Sherwin Matthews. Guild Ball: Season 4 Core Rulebook (Version 4.1). Steamforged Games Ltd, 1 March 2019, p.24-25.
  2. 2.0 2.1 2.2 Mat Hart, Richard Loxam, & Sherwin Matthews. Guild Ball: Season 1. Steamforged Games Ltd, 2015, p.63. ISBN 9780993203602.
  3. 3.0 3.1 3.2 Mat Hart, Richard Loxam, & Sherwin Matthews. Guild Ball: Season II Core Rules & The Big League. Steamforged Games Ltd, 2016, p.38. ISBN 9780993203619.
  4. 4.0 4.1 4.2 Mat Hart, Richard Loxam, & Sherwin Matthews. Guild Ball: Season III Core Rulebook. Steamforged Games Ltd, 2017, p.47. ISBN 9780993203626.
  5. "Regional Cup Organised Play Rules: Season 4". Steamforged Games Ltd, 25 January 2020, p.6.
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