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  • Kick off, Maps & Terrain

    Starterpakete, Gelände , Spielmatten

  • Blacksmith Guild

    Blacksmith Playstyle

    The Blacksmiths are an enigma. Where every other team has a set Captain and an adorable mascot, the Blacksmiths are more egalitarian, being split evenly between Masters and their Apprentices. Any of the Masters can take charge as Captain for any game, leading to an incredibly varied playstyle.

    The Masters are all kitted out in heavy armour, making them extremely tough and good at holding the line. However, their more fragile Apprentices are the real go getters of the team, being variously exceptional at scoring goals or taking enemy players out, but are much more vulnerable to enemy attacks.

    The Blacksmiths are all about bringing the right tools for the right job and choosing the exact moment to strike! They can stack an enormous amount of buffs onto any single model, easily replicating the effect of a captain in other teams. The trade off, however, is that this takes time to set up, meaning they’re more vulnerable in the early half of each turn, but get stronger the turn goes on.

    The Blacksmiths are a Guild for coaches who like a deliberate, varied playstyle, with the ability to adapt to any situation.

  • Falconer's Guild

    Falconer Playstyle

    The Falconers tend to be very fragile, trading toughness for speed and manoeuvrability, so choosing exactly the right moment to attack is key. While the Falconers lean towards getting take outs, aided by their strong ranged damage capability, their raw speed allows them to keep a potent goal threat on the pitch.

    The Falconers are a Minor Guild tied to the Hunter’s Guild by strange moonlit pacts and oaths. As a Minor Guild, some of their players can crossover and play for the Hunters too. The Falconers are a Guild with a focus on ranged damage, using their magnificent hunting birds to strike at their opponents from a distance. They have many strong abilities to attack from range and melt away into the forests, but you must beware.

    The opposing team must fight under a sky darkened by their deadly wings, constantly harassed and buffeted, never given a second’s rest. The Falconers are strong in the mid-late game, they like a bit of time to chip their opponent’s health down from range before committing.

    The Falconers are a team for coaches who like keeping their foes at arm’s length and dictating the flow and speed of the game. They’re also the team for anyone who loves attacking their enemies with giant birds of prey!

  • Farmer's

    Farmer Playstyle

    The Farmer’s Guild is a team of ragtag misfits welded together by their coach, Honour. They’re a story of rags to riches, the underdogs in a world where the big dogs are very big indeed.

    The Farmers rely on their unique harvest markers, placed by their Planters. These rich, nutritious harvest markers can be used by the Reapers of the team to gain powerful bonuses and effects! The team can also use them to get extra influence, giving them a powerful resource that no other team has access to.

    The Farmers are strong takeout focused team, with access to plenty of team support and buffing abilities to keep them in the fight. They have extremely reliable low to midrange damage, but their damage doesn’t scale quite as well as teams like the Butchers, making them very reliable overall but meaning they don’t gain as much if their dice run hot. They’re generally not particularly good at handling the ball, but they can absolutely score goals if they need to. They’re strong in the late game, as their high health pools, reliability, and easy momentum generation allows them to keep ploughing their furrow when other guilds start to run out of steam.

    The Farmer’s Guild are for coaches who want plenty of team support abilities and very reliable damage. They’re also a guild for anyone who likes playing the good guys!

  • Navigator's Guild

    Navigator Playstyle

    The Navigators are a Minor Guild tied to the Fishermen by oaths and pirate gold. As a Minor Guild, some of their players can crossover and play for the Fishermen too. Their playstyle is close to their parent guild, with a strong focus on speed, manoeuvrability and goal scoring threat. They can nip around and create incredible goalscoring threats, but their players can’t take many hits in return, so their strength has to be carefully husbanded till the time is right.

    The Navigators, uniquely, get to reroll the dice when they make an attack or kick, meaning they are one of the most reliable Guilds in the whole game to play. Even their worst player is much more reliable handling the ball than most players from other guilds, and they can almost guarantee getting at least a couple of hits when they attack. They excel in the early game when they can blow past the opposing team like a typhoon, but their poorer defensive abilities make them fragile in the late game.

    The Navigators raw pace is exceptional, they’re in the running for the fastest Guild in the game. In addition, they have a slightly higher capability for damage than the Fishermen, allowing them more of an option for doing damage. The trade off is that while they can hit their opponents with more skill, they lack many of the Fishermen’s defensive abilities, meaning their ship can sink quickly if the helm isn’t handled carefully.

    The Navigators are a Guild for coaches who like speed, aggressive play, and extremely reliable attacking options.

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