Season 1 Guild Plot OverviewGuild Plots are a portion of the game that is typically added once a new player has 3-4 games of experience. These expand the options within the game, adding in reaction plays that will augment a team's strategy while not dictating the overall flow the the game. These are game changing from the perspective of adding some depth while not completing changing the overall game or play strategy. Players will be dealt 5 guild plot cards from a shared 12 plot deck before the start of the game. Each player will then choose 3 of the 5 plots to keep, discarding 2.
The season 1 Guild Plots can be roughly split into four categories:
- Defensive: Don't Touch the Hair, Keep the Ball, Man Down, Protect Your Balls
- Responsive: Knee Slider, Make a Game of It, Vengeance, Who Are Ya
- Offensive: Man Marking
- Recovery: Miraculous Recovery, Second Wind, Sideline Repairs
Defensive Guild Plots
In the event this is not in your hand you should always assume your opponent has it in theirs. The best (and often only) way to counter this plot is using a character with a 2 inch reach. In this situation the goal is to advance into B2B contact with the target model before making an attack. This will allow you to continue making attacks after the opponent dodges away.
Selection Priority: Tier 0 - always choose
There is a bit of setup required to get the most use from this gild plot. I'll be looking for situations where I can pass the ball to a striker (or back-up striker) who still needs to move up the field and doesn't have an open path to the goal. I'll use this plot to keep possession of the ball while taking parting-blows on my way to a goal-shot position. I've also used this card to frustrate my opponent when facing a footballing team, using close control to force extra influence on the tackles. This plot pairs particularly well with Snakeskin, Hemlock, Friday, and Angel who can all easily reach 5+ defense and threaten the goal.
Selection Priority: Tier 2 - when playing Fishermen, Alchemists, Select Masons, Union, Brewers
Tier 3 - in other situations
This plot is a good choice when facing Union and Butchers, and can be additionally useful against some Brewers lineup's. It will rarely benefit you when facing Fishermen, Engineers, or Alchemists due to either the rarity of a take-out or the lack of benefit from armor.
Selection Priority: Tier 2 - when facing Butchers, Union, Masons
Tier 3 - when facing Fishermen, Engineers, Alchemists
Countering this plot can be fairly difficult as it requires some specific plays. Obulous and Siren can both force an opponents model to pass the ball avoiding the tackle requirement on this plot. Players such as Spigot with access to "Balls Gone" can shuffle the ball to another player, counteracting the benefits to the PYB counter attack. Aside from that your typically relying on high defense and armor to counteract this plot.
Selection Priority: Tier 1 - almost always choose
Responsive Guild Plots
I often find myself using this with my long-range strikers who are looking to reposition into a threatening position to take the ball back next turn. I'm looking for a position on the board that let's me activate on the following turn and get to my opponents model holding the ball in order to tackle it and then pass to another of my models or shoot on the goal. I've also used this to reposition models such as Mash at the edge of his 6 or 8 inch threat range to receive a snap-shot later in the turn.
This is rarely a card to worry about in order to counter. Keep an eye on where you opponent positions their model after playing this plot then work around the new positioning as best as possible. This is more of a set-up card than a big game swing.
Selection Priority: Tier 2 - when playing a team that's going to score a goal
I've found use for this plot even when playing a scoring team myself. Adding in an additional 2 influence can often enable a second or third striker on the team, setting me up for making back-to-back same turn goals. This can surprise my opponent, tipping the game heavily in my favor. Part of the trick to using this Guild Plot is to not telegraph that you have it. Play your turns as normal but leave openings for your opponent to swoop in and score. The more like a mistake this looks the better the impact to playing this plot.
Selection Priority: Tier 1 - almost always choose unless playing as Fishermen or facing Butchers
It is important to note that these successful hits can only be used in combination with an attack, and cannot be combined with influence-fueled character plays.
This plot is particularly good when facing any teams that will attack and cause take-outs. The only teams this is rarely a benefit against are Fishermen and Alchemists. Even footballing lineups in Masons, Brewers, and Engineers will often make attacks and take-out players as part of their strategy.
Selection Priority: Tier 1 - almost always choose except when facing Fishermen or Alchemists
This plot is going to be equally beneficial as Vengeance, except when facing Butchers. Even a heavy hitting Union or Brewers team will regularly keep one goal-scoring threat available to grab easy points. Vengeance will assure those hard to hit high defense models are much easier to take down after scoring a goal.
Selection Priority: Tier 1 - almost always choose except when facing Butchers
Offensive Guild Plots
Taking out an opponents captain requires a fair bit of planning along with coming to the pitch with a heavy damage dealing team. Union and Butchers are particularly skilled at delivering the required take-out, with Masons and Brewers coming in closely after. This plot can be particularly hard to achieve with Fishermen, and can be a fair bit of work with the other teams. Morticians can dedicate resources to achieve this fairly well with Obulous, Ghast, and Casket but things need to go their way.
Selection Priority: Tier 1 - Butchers, Union, Masons, some Morticians
Tier 3 - Others teams pending build
Tier 4 - Fishermen
Recovery Guild Plots
This plot appears to be helpful when facing teams that focus on damage and take-outs as their primary scoring strategy. You should count on models being taken out when facing Butchers and damage focused Union, so this plot should be good in those cases. In those situations I do not rate this highly, placing it well behind a general purpose plot such as Don't Touch the Hair, Protect Your Balls, or one of the vengeance plots.
If the overall choices in guild plots are all lower priority, this plot can be useful. There is a strategy playing a fast goal-scoring team counting on the opponent taking out the scoring model following the goal. The scoring model then returns to the board on the following turn aiming for another fast goal. Playing this strategy can benefit from this plot.
Selection Priority: Tier 4 - rarely helpful unless playing a score/take-out/return strategy.
Overall I rate this plot the highest of the Recovery Guild Plots. This still places it less favorably than they key priority 0 and 1 guild plots that are more useful.
Selection Priority: Tier 3 - Useful for a goal-scoring team
Overall this does not increase the value of the recovery plot for me. I find that there are some corner case situations where this plot could be useful, but not as useful as others. It's important to keep in mind while using this plot that the returning model is still vulnerable and not at full health. Returning vulnerable models so far up the field could as dangerous as it is helpful.
Selection Priority: Tier 4 - marginally useful but not as much as other plots
Final StandingsThat concludes my review of Guild Plots and how or why to choose them. My ratings start at Tier 0 rating for an always choose to a Tier 4 rating, with the lower rating being more desirable. As a quick summary, here is how the ratings came out:
- Tier 0 - Don't Touch the Hair
- Tier 1 - Protect Your Balls, Make a Game of it, Vengeance, Who Are Ya?, Man Marking*
- Tier 2 - Keep Ball, Knee Slider, Man Down*
- Tier 3 - Man Down*, Man Marking*, Second Wind,
- Tier 4 - Man Marking*, Miraculous Recovery, Sideline Repairs