Fuse’s defensive statline is identical to Spade’s, as is his INF stat. However, he’s a touch faster, has a higher TAC, and has swapped 2” of KICK distance for an additional die on his Kicks, making him hyper accurate when he’s moving the ball around. He also doesn’t have a 2” melee zone, which makes quite a big difference. Don’t worry though, the rest of his toolkit makes up for it!

The first few columns of his playbook are almost identical to Spade’s, with the exception of swapping the push on column 2 for a dodge, allowing him a bit more of a chance to move himself around momentously. His 2 damage is a column lower on 3, but the top three columns have his really exciting results. Momentous push/dodge on 3 net hits is lovely, as is 2 damage. The KD on 4 is a bit tough to get to, but the ability to threaten KDs on Parting Blows is pretty huge. His 5th column has a non momentous 3 damage, and a beautiful momentous double push/double dodge. While he’ll usually need to charge to get that result, it’s an exceptional one to get off. This result is incredible, providing enormous movement options, very in keeping with the themes of the Miners. The 3 damage result will generally be seen a bit less often, but it’s a handy option to have in your back pocket just in case plan A collapses like a poorly propped pit!

Moving onto his character plays, Fuse has two brand new ones, never before seen in Guild Ball. His first is called Clear!. This is actually super cool, since it’s the first ability in Guild Ball that allows you to place enemy models. Every previous place ability in the game has only allowed placement of friendly models, and Clear! really lets you mess around with the enemy positioning. You need to get quite close to be able to do it, but this ability can truly screw up an opponent’s turn!

His second character play, Under the Lines, allows Fuse to choose an enemy model within 3” and place himself in base contact with that model. This is fantastic ability with a huge array of uses. Just for some examples, he can bounce to an enemy model that’s holding the ball in order to snaffle it and go for goal, or he can use it to increase his goal threat if he already has the ball. It’s really an exceptional ability, and much like Spade’s Controlled Explosion, it doesn’t require a roll to hit.

The final thing worth commenting on about the front of his card is his HP of 16. Again, like Spade, he has slightly above average defensive stats, but at the cost of quite a poor Counter Attack.

Hit the Deck!