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Guild Master

#256317BGG ↗

2020 · 2-4 players · 120min · weight 2.92 · 349 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
256317
Name
Guild Master
Year
2020
Rank
6236
Min players
2
Max players
4
Playing time
120
Min playtime
60
Max playtime
120
Avg weight
2.9167
Num weights
12
Bayes avg
5.70212
Average
7.24856
Users rated
349
Num owned
908
Wanting
20
Wishing
195
Num comments
117
Fetched at
Sat May 02 2026 16:39:48 GMT+0000 (Coordinated Universal Time)
Mechanisms (17)
Action QueueAuction / BiddingBriberyCommand CardsDeck, Bag, and Pool BuildingDice RollingEnd Game BonusesHand ManagementIncomeMarketNegotiationPrisoner's DilemmaSimultaneous Action SelectionStat Check ResolutionTake ThatTurn Order: Role OrderVariable Player Powers
Categories (5)
Card GameDeductionDiceFantasyNegotiation
Description (2159 chars)

Guild Master is a fantasy tabletop game for 2-4 players. Players manage an adventuring guild, competing with each other to become the most famous guild as an escalating series of events threaten the land. In each of the nine rounds, players simultaneously and secretly program orders to send teams of adventurers out to do the following: Recruit more adventurers. Attempt increasingly difficult contracts to gain money, fame and other rewards. Hire builders to upgrade their guild to increase their capacity to do all of that more. All players then sequentially resolve their planned orders, starting with each players' 1st order, then 2nd order and so on, and in the order they appear on the board (builders, then adventurers A-F then contracts 1-6). Players plan and program orders carefully around other players' likely moves, various strategies, risks, and rewards. They manage their guilds' growth and optimize combinations between their adventurer abilities and contract rewards to achieve their goals. As the game advances, guilds become more powerful and must rise to meet an increasing number of game state changing threats. Recruiting increasingly powerful adventurers and upgrading your guild capacity are both key to victory. There are various ways to exert control over the board, your dice rolls, and your chances to get what you want. Most orders are resolved by paying coin or rolling dice based on your adventurers' skills. Sometimes players resolve these orders alone, and sometimes cooperating with, or in conflict with, other guild's adventuring teams attempting the same thing at the same time. When players' orders overlap, coins and negotiated prisoners' dilemma cooperate/conflict skill checks resolve the contest. Negotiation over shared goals, contract bonuses and reward splits is encouraged and rewarding, but not absolutely required to win. Everything you do earns you fame (victory points) and other rewards. At the end of nine rounds, any remaining coins are converted to fame at a rate of 5 coins = 1 fame. Then any special prestige upgrade fame is added. The most famous guild is then declared the winner.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.