Core goal: Every run you pick exactly two guilds. Players are mostly stuck on which pair actually multiplies instead of fighting over the same tiles, and how to play that pair's scoring engine so the city hits the next population milestone before weeks run out. The seven standard guilds are Agricultural, Frontier, Martial, Civic, Commercial, Maritime, and Industrial.

1What Each Guild Actually Scores Off

GuildScoring identity
FrontierRerolls. Shaman-type buildings fire when something in range gains a reroll.
MartialRemoves. Guard towers fire when something in range is removed; banners fire when they are removed.
AgriculturalCrops and farms. Sunflower fields care about crops; scarecrows care about farms. Lower-tier unless you mass sunflowers or get strong heirlooms.
CivicGrowing plots. Finished plots stop scoring. Tax Collector resets them.
CommercialStalls that Marketplace restarts, plus gold generation for the shop.
MaritimeShore and ocean only. Fishing boats and things that buff or count boats. Frequently cited as a top guild.
IndustrialProduction chain: Mine next to rock, then mineral, then Smelter consumes it.

2Pick a Pair by Trigger Type, Not by Vibe

Do this before you look at the map. Ask two questions: Do these guilds need the same terrain? Do they score on the same action (place, wait, remove, reroll)?

Pairing rule: Pair a placement/engine guild with a trigger guild. Or pair two engines that use different tiles.

High-signal pairs people actually play:

Avoid unless you know why:

3Read the Island Before You Commit

If the map starves one of your two guilds, spend early gold on rerolls and dismiss so that guild's dead cards leave the hand. Shop dismiss cost was lowered (5 to 3) because this is a real problem.

4Play the Pair in Order (First 4-6 Weeks)

Agricultural-specific: commit to sunflower and crop density or a strong heirloom. Spreading one farm and one hunter does not pay. Ag sits lower in guild tier and needs sunflower mass-production or item babysitting.
Civic-specific: grow plots, then Tax Collector before they finish and go dead. A completed plot that never resets is a wasted tile.
Industrial-specific: Mine, then mineral sitting on the tile, then Smelter in range that consumes. If you place three mines and no smelter, the chain never scores.
Commercial-specific: Marketplace exists to re-trigger stalls. Place stalls where Marketplace range covers several at once, then buy shop density with the gold those stalls print.

5Shop and Heirloom Decisions

6Key Decision Points

QuestionAnswer
Which guild do I feed this placement?Feed the one whose next building uses a unique tile or triggers the other guild's already-placed range piece.
Do I remove this building?Yes if you are Martial (or Civic reset). No if it is an Industrial mine/smelter or a Maritime boat that other cards count.
Do I reroll the offered cards?Yes if neither card belongs to a guild that still has legal tiles. Frontier likes rerolls as a scoring event, reroll near a Shaman.
Is this pair dead?If by week 4 you have no legal tile for one guild and no dismiss or reroll left, the run is playing as a one-guild city. Pivot: treat the starved guild as shop-only and win on the other.

7Practical Default Pairs to Run Today

Unlock order: most people go through Agricultural, Frontier, Martial first (highest win-achievement rates), then Commercial, Civic, Industrial, Maritime. Use the early three to learn range vs adjacent, then force a Maritime or Industrial pair once those guilds unlock.

8Common Mistakes