Review
Guild Master
Guild Master is a light dice game with a worthwhile action-selection twist and simultaneous resolution. It is far from essential, but it has a sensible place on a more relaxed game night.
- Published
- 2020
- Designer
- Chris Antony
- Publisher
- Good Games Publishing
- Players
- 2–4
- Playing time
- 120 min
Guild Master feels like a design that has spent time with «Άρχοντες του Φέηλντιπ» and reached the entirely reasonable conclusion that dice improve almost anything. Its premise is not especially ambitious: build a guild of heroes, enlarge it, and pursue glory, money, and the usual professional adventurer baggage.
Across nine rounds, players recruit fresh heroes, expand their guilds, and take on quests. The action selection is more interesting than it first appears because resolution is simultaneous: the question is not merely who gets somewhere first, but whether your preparation still works once everyone reveals their choices.
Guild Master feels like a design that has spent time with «Άρχοντες του Φέηλντιπ» and reached the entirely reasonable conclusion that dice improve almost anything.
TheTrainSpotter
The dice are the system's real differentiator. They give a familiar build-and-quest structure the right amount of instability, but they can also set the pace brutally early. If the first two rounds bury you, recovery is difficult; Guild Master is not especially interested in compensating for a poor start.
You will not be missing anything vital if it never enters your collection. Still, it is a perfectly decent light dicefest for an easier evening, when you want some structure and enough luck that no spreadsheet needs opening.
Still, it is a perfectly decent light dicefest for an easier evening, when you want some structure and enough luck that no spreadsheet needs opening.
TheTrainSpotter
Source: BoardGameGeek
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