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Guild Ball looks more like Malifaux First Edition (or 1.5) to me. Lots of incredible depth and options. Starts out simple--just an easy card flip with Malifaux!--but you'll get obliterated in a heartbeat because your opponent has memorized all combinations and synergies between set player types. These games are a lot of fun with a dedicated group of people to play over and over (and get into the core game play) but very difficult for a new player to pick up and be competitive. Games like this are a lot closer to the min/maxing I'm looking to avoid with this purchase.Me: Your "playbook" is a feature that reminds me of the mechanic used by Arena Rex. The playbooks of some players are pretty complex, for example Shark's and Angel's playbook have two different start points and three branches with multiple points to cross between them. Can you please explain how it works? And aren't you afraid that to many options might slow down the game?Mat: Exactly! We found this to be a major problem in play test and have revised the design to keep it simple, fast and yet still as deep in terms of tactics. The playbook you’ve all seen has actually been worked on somewhat and is with our graphic design guy to polish out the look and feel. We’ve moved away from the ‚follow a path‘ through the playbook as we found it slowed the game down dramatically. We’ve still kept the core elements of player choice and tactical flexibility in options but have simplified the whole process. It looks very different now!Essentially each hit generated now allows greater access to results, working from left to right you only pick one result from the playbook now. The more hits you get the better the results and more options you have to pick from. Boar’s playbook is quite simple, other models with a different tactical use will have more options to choose from at every level.What’s interesting is that we have not removed anything from the previous playbook in terms of cumulative damage and similar things but the whole thing is much simpler.This is much faster than the previous system and provides as much depth...we’re really happy with where we’ve got to with this mechanic now.
Like #1. Many paths to victory: I was the guy that almost always focused on scoring goals. I chose the fastest, most accurate teams and then ran around staying away from the others who were busy beating each other up. I just shot for the goals. I won plenty of times. But then at the other end of the spectrum was Dave who I don't think even knew where the goals were. He chose the biggest, strongest teams and went around scoring points by pummeling the other players out of the game. He won plenty of games too. Others tried a mix of goals and beat-downs with equal success. Which brings me to Like #2:It sounds like it's just going to come down to personal preference. In a sports tabletop game (I don't really care what game it's like, not looking for something to mimic football or any sport in particular) I'm hoping to find something where your decisions are tactical and not strategic. You and I sit down one evening, I tell you the basic rules and we start. The game play creates interesting decisions on its own.
Like #2. Really tight games. We played mostly four player games and I think every game was decided by a single point between first and second. The last place player was rarely more than four or five points behind. Which brings me to...
Like #3. Simple but very effective catch-up mechanism. The last-place player gets to influence where the ball goes after a goal is scored (or missed). As simple as it sounds, this is huge. Being able to send the ball your way can get you right back in the game no matter how far you've fallen behind. And of course once you've caught up and passed someone, then they get to do the same thing. It works very well.