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A cut-throat race to 30 — built on scoring, bluffing and sabotage. Play your cards right, but beware the Rule of Three: end your turn off a multiple of three and lose it all.







A high-scoring royal worth +6. Worth its weight in gold — there’s only one in the deck, so use it wisely. Safe from thieves, but beware of jesters, who can swap it away.

An equally mighty royal worth +6. As precious as the crown itself — there’s only one in the deck, so play it well. Safe from thieves, but beware of jesters, who can swap it away.

A scheming son worth −6. A poisoned gift — there’s only one in the deck, so drop it on a rival at the worst possible moment. Safe from thieves, but beware of jesters, who can swap it right back.

A dastardly daughter worth −6. Trouble dressed in silk — there’s only one in the deck, so place her where she’ll do the most damage. Safe from thieves, but beware of jesters, who can swap her right back.

There are no friends in business. Discard him to bank your score — but he only deals in multiples of three. Once banked, points are locked away for good: safe from spies, wipes, and the Rule of Three.

What’s theirs should be yours. Discard him to steal any one card in play — even banked cards — and add it to your hand. Only Royalty is beyond his reach.

Chaos in cap and bells. Discard him to swap the positions of any two cards in play — even a King for a Princess. Banked cards are beyond his tricks.

Knowledge is power. Discard her to look at 3 cards of your choice in one opponent’s hand.

Fortune favours the bold. Discard her, then name one opponent and one card. If they hold it, they must hand it over.

Trust nothing face-down. Play him face-down for a hidden +6 — any Point Card can bluff as him. If challenged at turn’s end: a real Spy costs the challenger their unbanked score; a bluff costs you yours.

Nothing stays hidden for long. Play him as a Spy — if challenged, every face-down card in play is flipped. Or discard him to expose all face-down cards instantly, with no challenges allowed.





Merchant, Thief, Jester, Spy — every court card opens new possibilities. Play the odds or bluff your way to victory.
Perfect for game nights. Quick enough for a casual round, deep enough to keep you coming back.
Your board must always be divisible by three. Simple constraint, endless strategy.
Online multiplayer right now. Physical card game coming soon for tabletop sessions.
Court of Three is a tactical card game of scoring, bluffing and disruption for 2–4 players. Build your score with Point Cards and bend the table to your will with Court Cards.
Be the first to end a turn on exactly 30 — or any higher multiple of three (33, 36, 39…). Turns are sequential, so two players can’t win on the same turn; the first to legally reach a winning score takes the game.
Shuffle the 68-card deck and deal 6 cards to each player. Place the rest face-down as the draw pile, with a discard pile beside it. If the draw pile runs out, reshuffle the discard to form a new one.
At the end of your turn your score must be a multiple of three — otherwise you discard all your unbanked cards (banked cards stay safe). Zero and negative multiples (−3, −6…) satisfy the rule, but only a positive score can win.
King and Queen are +6; Prince and Princess are −6. They play like Point Cards onto any player. Royalty can’t be stolen by the Thief, but the Jester can still swap them.
A Spy is played face-down and counts as +6. Any card can be laid face-down as a bluff. At the end of your turn, each opponent may challenge a face-down card you played: if it’s a real Spy the challenger loses their unbanked score; if it’s a bluff, you do. With no score to lose, the loser discards 3 cards from hand instead. Challenges resolve before a winning score is confirmed.
Jump into a game right now — no download, no signup, just pure strategy.
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Leaderboards, recent matches, and who's dominating the court.
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Get Court of Three as a physical card game for your next game night.
Premium card stock, custom artwork, and everything you need for 2-4 players. Be the first to know when it launches.
Thick, linen-finish card stock with custom artwork on every card.
Pocket-sized packaging — take it to the pub, on holiday, anywhere.
Clear, illustrated rules so new players can jump in within minutes.
The story behind Court of Three and how to get in touch.
Court of Three started as a simple idea — what if every move you made had to follow one rule? That constraint became the heart of a game that's equal parts maths, strategy, and deception.
Built by two mates who love card games and wanted to create something anyone can pick up but nobody can put down.