Guild of Three is a turn-based deckbuilding RPG where you command a party of three characters — each with their own deck. Combine different classes, pass Relay Cards between allies, and position your party across the front and back lines to create your own combat strategy.
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Weave Three Decks into One Party Strategy
Guild of Three is a turn-based deckbuilding RPG where you control three characters and three decks.
Each character has their own hand and role, and you must coordinate all three decks to build a single party strategy.
Relay Cards do not disappear at the end of a turn. Instead, they are passed to the next character.
Cards that rely on timing — defensive buffs, heals, support, or expensive plays — can be passed forward for the next character to use.
You need to think beyond the current turn and decide which cards should be passed to the next character.
Classes and Positioning Change How You Fight
Classes are not locked to specific characters.
Each class comes with its own exclusive cards, talents, and combat role, and can be further shaped with neutral cards.
A Cleric who can go on the offensive or a Wizard who holds the front line— even the same character can play very differently depending on the role you assign.
Who takes the front line determines whether your back line survives and how your party functions for the rest of the battle.
Your Party Keeps Growing Between Expeditions
After completing a contract, return to the guild to reorganize your party and prepare for the next expedition.
Card upgrades improve your key cards, while neutral card Crafting expands your tactical options.
Trinkets reinforce each character’s strengths, and level-ups and talent choices further define each class build.
This isn't just stat growth — It shapes the strategies and deck builds you bring into your next expedition.
Power Comes at a Price
As they battle monsters, your characters are exposed to Corruption.
Dark magic is powerful but unstable, and the more you rely on it, the greater the cost becomes.
As Corruption builds during an expedition, your deck is consumed by curses, forcing you to begin later battles at a disadvantage.
Whether to accept immediate gains at a long-term cost or manage your deck for the rest of the expedition is always a critical decision.
Key Features
- Turn-based combat built around a 3-character party and 3 decks used at the same time
- Party tactics built on Relay Cards and frontline/backline positioning
- 8 classes, each with its own talent tree and 16 exclusive cards
- Persistent progression through neutral card crafting, upgrades, trinkets, and talent choices
- 4 dungeon themes, each with its own monsters, elites, and bosses
A Small Guild, Where Adventure Begins
Three childhood friends found a small guild and take on monster-hunting contracts as they travel from dungeon to dungeon.
What begins with small jobs and familiar monster hunts gradually leads to strange artifacts and greater threats.
What started in a small guild grows into a much larger conflict, and the three find themselves standing at its center.
Three characters, three decks.
Pass Relay Cards, combine classes, and arrange your front and back lines to create your own party strategy.