Combolands has seven confirmed guilds: Agricultural, Frontier, Martial, Commercial, Civic, Industrial and Maritime. Every run uses two different guilds, creating 21 possible pairings. Those names and totals are official, but a complete current building pool, passive tree, upgrade list and playstyle profile for every guild is not available in the public sources used here.
All seven confirmed guilds
| Guild | Official confirmation | What is not yet confirmed here | | --- | --- | --- | | Agricultural | Guild victory achievement | Complete building pool and passive effects | | Frontier | Guild victory achievement | Complete building pool and passive effects | | Martial | Guild victory achievement | Complete building pool and passive effects | | Commercial | Guild victory achievement | Complete building pool and passive effects | | Civic | Guild victory achievement | Complete building pool and passive effects | | Industrial | Guild victory achievement | Complete building pool and passive effects | | Maritime | Guild victory achievement | Complete building pool and passive effects |
The achievement page establishes the names because each has a corresponding victory goal. It does not establish an exhaustive strategic identity or every associated card. Those details should be captured from the current game build or a future official compendium.
How the pairing system works
The official store states that players pick two different guilds every run. Choosing two from seven produces 21 unique unordered pairs. The two pools can create synergies, but public material does not give a reliable current win rate for those pairs.
This means “guild strength” cannot be separated cleanly from the partner, island, draw and available progression. A guild that supplies useful setup in one pairing may compete for scarce space in another. Treat pairing selection as a relationship problem rather than an isolated rank.
What to inspect when choosing
Read the buildings currently shown for each option and identify their terrain and trigger demands. Look for a pair where one side can create conditions that the other side can exploit, while leaving enough flexible space for the procedural island. Also consider whether both pools demand the same limited type of tile.
Do not infer exact strengths from the names alone. Agricultural, Industrial or Maritime may suggest a theme, but this page does not convert a theme into invented mechanics. The current in-game text remains the authority until a complete official data source is available.
Unlock history matters
Official development notes show that later guild unlock requirements were adjusted and that the Demo roster changed before release. In an older Demo, Martial replaced Maritime temporarily, while the developer said Maritime would return for the full release. This makes old unlock tables especially risky.
For current unlock help, use the guild unlocks page. It records the version history without publishing an unverified fixed threshold. For pairing decisions, the best combinations page provides evaluation criteria instead of a fake S-tier list.
