Combolands Guilds: All 9 Explained

Combolands has 9 guilds. Seven are pickable at the start of a run and every run takes two of them, which is where the 21 guild combinations come from. The other two — Rogues and Arcane — are unlocked through council requests and heirlooms, and cannot be chosen when a run begins.

The 7 pickable guilds

Win rates are the share of all Steam owners holding that guild's victory achievement, pulled from Steam's public global achievement stats on 2026-08-30. Guilds unlock in sequence as you play, so this is a clear-rate order, not a power ranking — see the community vote on the tier list page for that.

Guild Won with What it scores off Named buildings
Agricultural 73.9% Crop and farm tags. Sunflower Field looks at crop buildings, Scarecrow looks at farm buildings, and the guild leans on transform effects that turn one building into another and then trigger it. Sunflower Field, Scarecrow, Wheat Farm, Orchard Field, Ranch, Pickers Hut, Composter, Manure, Honeypot
Frontier 72.6% Scores off rerolls — gaining them and triggering off the gain. Shaman fires when a building inside its range picks up a reroll, so the guild wants a steady drip of rerolls rather than a single big one. Shaman, Grove
Martial 56.8% Scores off removals — gaining removes and triggering off them. Guard Tower fires when a building in its range is removed; Banner fires when the Banner itself is removed. It is the guild that wants you to knock your own city down. Guard Tower, Banner, Watch Tower, Ballista
Commercial 35.9% Stall-family buildings that Marketplace re-fires, plus buildings that generate the gold you spend in the shop. It is the guild most able to buy its way into the pieces it needs. Stall family, Marketplace, Gold Pan, Vineyard, Trading Post
Civic 30.6% Grows plots for score. A plot that has finished growing stops scoring, so the guild's own Tax Collector resets grown plots to start the cycle again. Tax Collector, plot buildings
Industrial 26.5% A production chain: raw resources become intermediate goods that a final building consumes. Mine must be built next to rock and produces minerals; Smelter consumes them. Mine, Smelter, Sawmill, Manufacturer, Brewery, Charcoal
Maritime 19.7% Every building in it is placed on sea or shallow water, and most of the guild points at the Fishing Boat — buffing it or reading off it. Fishing Boat and the water-only building set

What players say about each one

Agricultural

"Can very easily win even without the 2nd guild with agriculture on Regent" — one player also credits Pickers Hut for transforms and Composter + farmland for removes. Two players voted it worst.

Sources: Steam achievement stats; community guide 'Combolands簡易説明書'; Best & Worst Guild thread

Frontier

The most argued-over guild in the launch-week thread: four players called it the worst, one called it "easily one of the best" for cheap reroll generation. A third describes it as "a nothing burger till getting right trinkets (or two rares, a Grove and a Shaman, which just trigger each other)".

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread

Martial

Read as a support faction rather than a scorer: "a good utility guild but pretty weak on their own, great with a lot of other guilds". One player rates it strongest overall "just for how good it is at enabling other buildings (and very consistent access to demolish)".

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread

Commercial

Top of the launch-week vote tally with 3.5 best votes. "Literally 2 marketplaces connected with rainbow paint on them will trigger x10 every turn"; another player calls it "easily the strongest" for early gold via Gold Pans and Vineyards.

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread

Civic

Named in the top tier by one voter alongside Agriculture and Industry; another found "civic + martial is an awful combo" but flagged it as possibly bad luck.

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread

Industrial

"One of the easiest to get massive multipliers going on". One player's personal best pick.

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread

Maritime

Led the best-guild vote with 4.5 points. "Maritime, just a very consistent gameplan no matter what partner"; "might be the strongest because it's so damn consistent". Note it was cut from the Next Fest demo and replaced by Martial, returning only for the full release.

Sources: Steam achievement stats; 'Combolands簡易説明書'; Best & Worst Guild thread; dev post 2026-06-05

The 2 secret guilds

Rogues

Unlock: Complete the Spymaster's council request — collect 75 gold during a single milestone. The request pays out a Spymaster vote, and using that vote adds Rogues to your current run and every run after it.

What it does: Buildings that trigger other buildings and collect money, usually carrying a minor drawback. In endless runs the Rogue Hideouts are what players credit for runaway xmult.

Cannot be picked at the start of a run. The guide author who documented the unlock calls it "the most powerful guild in this game".

Sources: Steam guide 'Guide: Unlocking Rogues & Arcane'; endless-mode thread

Arcane

Unlock: Find the Jewellery Box heirloom, then collect 8 gems (they do not need to be unique) to complete it. Selling the completed box gives the Lost Crown heirloom; selling the Lost Crown gives a Wizard vote, which unlocks Arcane.

What it does: Buildings with unusual effects — strong, but by the same guide's reckoning not as strong as Rogues.

Also not pickable at the start of a run. The Antiquarian councillor is the fastest route: keep feeding it votes and it can both hand you the box and keep supplying gems.

Sources: Steam guide 'Guide: Unlocking Rogues & Arcane'

Full unlock walkthrough for Rogues and Arcane →

Why the win rates are not a power ranking

Guilds unlock in sequence as you play, so a guild you meet in hour one will always be ahead of one you meet in hour ten. Agricultural sits at 73.9% and Maritime at 19.7%, yet Maritime topped the community's own best-guild vote and Agricultural picked up worst-guild votes. Read this table as availability, and the guild tier list as opinion.

Guild data re-checked: