All 21 Combolands Guild Combos
Every run picks 2 of the 7 base guilds, which is exactly 21 pairings — the number Crux Games quotes on the Steam page, and the number behind the Guild Journeyman achievement (win once with all 21) and Ultimate Guildmaster (win all 21 on Regent). Rogues and Arcane are unlocked separately and cannot be picked at the start, so they are not part of the 21. The 'how it reads' column is built from each guild's documented loop; the evidence column says whether a specific source discusses that pairing or whether we combined the two guild descriptions ourselves.
| Pairing | How it reads | Evidence |
|---|---|---|
| Agricultural + Frontier | Transform effects feeding a reroll engine: the Agricultural side changes buildings, the Frontier side wants rerolls arriving so Shaman keeps firing. | Derived |
| Agricultural + Martial | Composter and farmland give Martial the steady stream of removals it scores from, while Martial's demolish access resets Agricultural plots on demand. | Documented — a launch-week player names "compost + farmland for removes" as an Agricultural package that enables other guilds |
| Agricultural + Commercial | Farm scoring with a gold engine behind it, so the shop can be leaned on to find the specific crop or farm piece the board is missing. | Derived |
| Agricultural + Civic | Two growth clocks in one city — crops that transform then trigger, plots that grow then stop. Tax Collector is the shared reset button. | Derived |
| Agricultural + Industrial | Farms as the raw input feeding an Industrial chain, so one placement fires on both sides of the board. | Documented — a launch-week community video is built entirely on this pairing ("I Combined Farming With Industry... Then EVERYTHING Started Triggering") |
| Agricultural + Maritime | Land farms plus the water-only building set, which means the two guilds barely compete for the same tiles on a procedural island. | Derived |
| Frontier + Martial | Rerolls and removals both count as 'things that happen to a building', so a single Martial demolish can pay the Frontier side too. | Derived |
| Frontier + Commercial | Gold buys rerolls, rerolls feed Shaman. This is the pairing that turns the shop into a scoring engine rather than a shopping trip. | Derived |
| Frontier + Civic | Reroll generation next to plots that need repeated resets — the Civic clock gives Frontier something to keep re-rolling around. | Derived |
| Frontier + Industrial | Reroll pressure on a production chain, used to keep pulling the specific intermediate goods the chain needs. | Derived |
| Frontier + Maritime | A consistent water scoring core with Frontier's reroll drip on the land tiles — the reason several players rate Maritime as good "no matter what partner". | Derived |
| Martial + Commercial | Commercial buildings hand you gold, Martial re-triggers them after they have already been placed. The Ballista and the Gold Pan are the two pieces called out for getting your first real pile of gold together. | Documented — this is the pairing the Rogues-unlock guide recommends for the Spymaster's 75-gold council request |
| Martial + Civic | Demolish access on top of plots that need resetting. On paper it fits; in practice at least one launch-week player did not get it to work. | Documented — "civic + martial is an awful combo... maybe just bad luck on civil's part" (Best & Worst Guild thread) |
| Martial + Industrial | Removals as the trigger source for a production chain, which is one of the ways players describe getting Industrial multipliers moving early. | Derived |
| Martial + Maritime | A stable water scorer with a land-side enabler. Martial is repeatedly described as a support faction, and Maritime is the most self-sufficient scorer. | Derived |
| Commercial + Civic | Gold funding the repeated plot resets that Civic scoring lives on. | Derived |
| Commercial + Industrial | The shop pays for the missing link in the production chain — the pairing where buying your way to a Smelter actually matters. | Derived |
| Commercial + Maritime | Two of the three guilds with the most best-guild votes in the launch-week thread, run together: consistent water scoring plus the gold to shape the shop. | Derived |
| Civic + Industrial | Plot growth and production chains both reward leaving a section of the island untouched for several weeks. | Derived |
| Civic + Maritime | Land plots and water buildings split the island cleanly, which suits maps where the usable grass area is small. | Derived |
| Industrial + Maritime | A production chain on land with Fishing Boat scoring off the coast. Mine needs rock adjacency and Maritime needs water, so map generation matters more here than in most pairs. | Derived |
Why 21 and not more
Seven guilds choosing two, order irrelevant, is 7 × 6 ÷ 2 = 21. Crux Games quotes the number on the Steam page and builds two achievements around it. Because Rogues and Arcane only enter a run partway through, adding them does not change the count — which is also why the completion achievements stayed at 21 after the secret guilds were in.
Chasing Guild Journeyman
The two completion achievements are the rarest things in the game: Guild Journeyman (win at least once with all 21 combinations) sits at 0.8% of owners and Ultimate Guildmaster (the same 21 on Regent) at 0.2%. For scale, 5.4% of owners have beaten Regent once — so of the players who can clear the top rank, roughly one in twenty-seven has ground out every pairing at it. The achievements page has the full rarity ladder.
One practical warning from the launch week: guild achievements have been reported not popping in endless mode until the game is restarted. Patch v1.0.6 added a check on launch for pending achievements, so restarting is the documented fix.
Table re-checked: