Choose two starting guilds
Agricultural + Commercial is our first learning plan if both are unlocked: build a readable crop cycle, then use Commercial pieces that actually appear. Martial + Commercial and Civic + Commercial serve different goals.
An independent field guide for Combolands
Pick two guilds you have unlocked, make one small chain work, then grow it only when the cards and space support it. These guides focus on the next decision in your run.
Start with your guild pair
The route through a run
Agricultural + Commercial is our first learning plan if both are unlocked: build a readable crop cycle, then use Commercial pieces that actually appear. Martial + Commercial and Civic + Commercial serve different goals.
Trace the source event, adjacency or shown range, legal target and cooldown. A Well beside a crop and a Picker’s Hut in range are separate relationships.
Railroad shares adjacency with supported neighbors; Post Office relays a trigger from directly below to directly above. Neither card creates an engine by itself.
Standard guilds expand as you progress. Rogue and Arcane are separately documented secret building pools, so do not count them as opening pair choices.
About the game: Combolands launched on August 24, 2026. Its Steam listing describes two guilds per run, seven standard guilds, 21 possible pairs and ten ranks. This site is an independent guide, not the game’s official website.