A casual/cutthroat multiplayer Guild Ball variant.
One central goal for all players to score on, and a glorious melee of murderous ballkicking.
Setup
Each player plays with one captain and some number of squaddies and may or may not play with a mascot. The game should have as close to 12 models as possible to best simulate a normal game.
Using following point values below for each model, players select their team based on that.
- Captain: 3 points (limit 1, required)
- Squaddie: 2 points
- Mascot: 1 point (limit 1)
All players should get the same number of points each. Aim to not go much too high from 24 points in total for all models across all players, or it will get too crowded.
Feel free to change limits and such for any casual game.
Place 1 Goal Post in the middle of the pitch. Each player uses this goal to score on.
Initiative
For an easy version, just play determine initiative at random at game start and proceed clockwise.
Otherwise, play progresses in initiative order each turn, including Game Plan cards (or dice if you don’t want to play with the cards). Use notes or tokens to remember the order after the start of the turn. There is no option to pass initiative here, the turn order is from highest initiative to lowest.

Deployment
Players take turns deploying one model at a time. Start with the player with initiative, then do a snake draft in initiative order back and forth until all models have been deployed.
(Snake draft deployment: first player goes first, then second and so on until each player have deployed one model each, then the player who deployed last goes first, and then proceed “backwards” until the very first player got to deploy last that time. Then again back and forth.)
To deploy a model, place it in contact with any edge of the pitch, then make a Jog (similar to the way a model returns to pitch in the Maintenance phase).
When returning a model to the pitch during the Maintenance phase, place it in contact with any edge of the pitch instead of in your deployment zone.
Scoring
Scoring works like a normal game, but the first player to reach 8 victory points wins the game.
After a successful goal, perform a standard-scatter centered on the goal to determine the target-spot of the ball, then a kick-scatter to determine its final position. Point the “1” of the standard-scatter at the model that made the goal. Follow all the other goal-kick rules as normal.
Terrain
Terrain rules are as normal, with the exception that there are no deployment zones, so they need not be avoided. To fill the extra space, use 5-8 pieces of terrain instead of 3-5.

Pitch sides
Any effect that refers to the friendly or enemy half of the pitch instead refers to the large circle around the center of the pitch. Outside the circle is friendly, inside the circle is enemy.
Special rules
Horizon may choose to return to the pitch in base contact with the central goal instead of with an edge of the pitch when using Don’t Get Cocky.
When resolving Grudge Match gameplan card, only one of each player’s models may suffer Singled Out.
A special set of Gameplans specifically for this variant may very well be developed at some point, but not yet that we know of. If you’re playing with the standard set, use your judgement and discuss with your opponents how the cards should be resolved. In general, replace all instances of “both players” with “each player” and resolve all effects in initiative order.

