Brian Nors Jensen
Eric Lang wrote this in the Kickstarter comments yesterday, but it is already gone in the history. Just sharing so more can read it
Eric Lang wrote:
Re: difference between teams. The best example is always in the actual gameplay, of course, but I'll try to articulate here how different the teams are.
There are two factors at play: one is that the teams have a global ability, which means that every one of their players has a unique ability that nobody else has. If you play other board games, I'd liken this difference to one of my inspirations Cosmic Encounter. The rules of Kaosball are specifically designed to be simple so that team abilities play a major role in the game.
The second factor is that teams abilities were designed with matchups in mind. So Daemons vs. Ogres will have a completely different feel from Cowboys vs. Zombies, for example (I paired the teams randomly with a d20 for this example for maximum objectivity). Hopefully just looking at the dashboards and the rules will show how that is the case.
Team abilities are designed to change the way you play the base rules of Kaosball with them, and also how you play against them. Some games will be absolute bloodbaths (Amazons vs. well, anyone), some will be knockdown fests (Fangs vs. Trolls), others will be subtle games of ESP (Samurai vs. Ninjas), others may be Mexican Standoffs (Cowboys vs. ...anyone, really). Those are extreme examples; now imagine every point and combination of play in between. Gobbos facing an aggressive team will probably hold their energy cards for defense so they don't die while positioning themselves to knock their players off the field. You would position walls and fire very differently vs. Ninjas than vs. Zombies.
Finally, team abilities are designed to be simple and interactive enough so that they can combine well with a bunch of different upgrades and ringers, increasing variety of experience from game to game without forcing players to reference charts or memorize a ton of different rules. This style of design comes from my background in trading card games, where we make a discipline of getting maximum interactivity for minimal rules.
Hope that helps!