Gamma Guild is a quick, solo, fantasy-themed hand management game that takes 8–15 minutes to setup and play. Each game you are challenged with completing 12 quests out of 24 possible in 12 days. Every quest has a trait that will affect the game play and may alter the quest adjacent to them. You must decide which quest to prioritize, giving it a light puzzle element and great replay value. Send your guild members on quests as efficiently as possible, and be sure to use and gain powerful guild perks to turn a tricky situation into an easy win for your guild.
Check it out on BGG here: Gamma Guild
You are the renown guild master of Gamma Guild. After a rather unfortunate incident at the capital involving your guild and the Queen, the guild council has sent word post haste that you will lose your guild license if you do not complete 12 quests in 12 days. A feat unheard of and one they are certain you will fail. Send your guild members out on quests, and be sure to use your guild perks to achieve victory and save your guild mates livelihood.
Have 15 minutes to spare? A game of Gamma Guild fits in perfectly. A playthrough typically lasts 8–15 minutes once you know the rules. Shuffle the quest deck and deal 12 quests out of 24 total. The remaining quest cards act as the countdown for your remaining days/turns. Then shuffle the Guild deck and pull a starting perk. That's your setup, and you are now ready to play.
With 24 unique quests and playing a random 12 each game, the variety and replayability are high. It's card only, so there are no pesky dice or nick knacks to keep track of; it's easy to learn and hard to put down.
You are tasked with completing 12 quests each game. Quests have traits that effect the game play or other quest depending on their position. Additionally, their layout can affect other quests, so each game offers a puzzle of sorts where you decide which quest you want to prioritize based on what's active. The 12 quests not used in that game are flipped upside down to the sundial art and used as your countdown timer. Burn a card each turn, and once it reaches zero and you send your last members out in the field, you better have all the quests completed or you lose.
In order to complete a quest, you need to send enough members to not only meet or beat the quest level requirement but also have more members of the quest type take lead. This is accomplished by sending more guild members that match the quest type than any other typed guild members. This means even a low-level guild member is valuable on a high-level quest that matches their type.
Well, except for maybe one member, you'll get to know Lanny well. The guild deck contains 25 guild members who all have a level and a type associated with them, in addition to a perk on their bottom half.
13 unique guild perk powers to help tip the scales in your favor on rough quests. You start out with one, and you can gain more by sending guild members on the guild perk mission instead of quests if you choose. When you have 3 members on the mission, you get to choose one of their perks to keep. While the perks are powerful and you may be swayed to send a bunch of members to acquire more perks, your turns are limited. Therefore, you must balance using the guild members on quests directly to achieve victory.
Check out the videos below to see it in action! Thank you for your time and consideration!
Great detailed rule explanation and playthrough from Game Knight:
Another great preview playthrough from TableTop Tokki:
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Average Rating | 2 reviews |
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Publish Date | October 31, 2024 |
Edition | First |
Department | Games |
Tags | {{tag.properties.name}} |
More Info | Gamma Guild web site |
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