Three Marks deck builder: build your company and deck
Your company is three heroes with three different callings, and one shared deck of 30 cards. You build it in the company editor, in five steps: Callings, Marks, Name & look, Formation and Deck. A new game starts with a ready-made company, so you can play first and build later.
Open the editor from camp: Edit company starts at Callings, Deck jumps to the deck, and tapping a hero opens Name & look. Press Save company when you are done, or Cancel to throw your changes away.
The rules for a legal company
| Rule | Exact number |
|---|---|
| Heroes | 3, each with a different calling |
| Marks per hero | 3 (or 4 if you lower one defense) |
| Armor marks | At most 1 per hero |
| Accuracy marks | At most 1 per hero |
| Deck size | Exactly 30 cards |
| Cards per calling | At least 8 for each of your three callings |
| Copies of one card | At most 2 |
Save company stays grey until every rule is met. A message tells you what is missing, for example "Spend 3 marks for Bram.", and the Go to fix button takes you straight there.
Step 1: Callings
Choose a calling for each of your three heroes. Each list only shows callings that no other hero has. The five callings are Warden, Scarred, Voice, Quick and Spark. Each has its own numbers, its own trait and its own 12 cards; compare them on the five callings page.
When you change a hero's calling:
- Their marks go back to Life, Body and Reflex, and any lowered defense is cleared.
- If they still had the old default name, they get the new calling's name (Bram, Nessa, Lio, Pip or Ember).
- Only that hero's cards in the deck are swapped for cards of the new calling. The other two heroes keep their cards.
Step 2: Marks
Marks make a hero stronger. The on-screen rule is: "Spend 3 marks. At most one armor and one accuracy mark. Lower one defense once for a fourth mark."
| Mark | What it gives |
|---|---|
| Guard +1 | Guard defense +1 |
| Body +1 | Body defense +1 |
| Reflex +1 | Reflex defense +1 |
| Will +1 | Will defense +1 |
| Accuracy +1 | Accuracy +1 (only one per hero) |
| Armor +1 | Armor +1 (only one per hero) |
| Life +2 | 2 more life |
You can put more than one mark into the same defense or into Life. For example, three Life marks give a hero 6 more life.
Lower defense lets you take 1 away from one defense (Guard, Body, Reflex or Will) to get a fourth mark. Reset marks clears a hero's marks so you can start again. The counter shows how many you have spent, like "2 / 3".
Which marks are best? Accuracy raises the edge of every strike the hero makes, so it is often the strongest single mark. See the dice and damage page for why one point of edge matters so much.
Step 3: Name & look
- Name: up to 12 letters. Leave it empty to use the calling's name.
- Face: six painted faces for each calling.
- Color: Red, Blue, Gold or Green.
Looks never change how a hero fights.
Step 4: Formation
Two heroes stand in the front rank (Front 1 and Front 2) and one in the back rank. Use Swap with back hero on a front hero to trade places with the back hero.
If your company has a Voice, choose who the Voice protects under Voice protects. The Voice can only protect another hero, never itself. While the Voice has at least 1 note, the protected ally gets +1 Guard. Mend Song, Quiet Chord and Lift the Chorus also only work on that ally.
Good rules of thumb:
- Put close fighters (Warden, Scarred, Quick) in front. In the back they cannot strike until they step forward.
- Put a ranged hero (Voice or Spark) in the back. It can strike from there, and close-fighting monsters cannot reach it while your front rank stands.
- Let the Voice protect the hero who gets hit most, usually a front-rank hero.
More about ranks is on how battles work.
Step 5: Deck
The deck screen says "Your 30-card deck is ready. Choose a card to swap one copy." Cards without a cost are free to play.
To change a card:
- Pick a hero at the top to see their cards in your deck. A ×1 or ×2 shows how many copies you have.
- Tap the card you want to take out.
- The screen now says "Replace (card) with one of these cards." Tap the card you want instead. To take a card of a different hero, pick that hero at the top first.
- Or tap Cancel to keep the card.
You can only move a card to another calling if the old calling still keeps at least 8 cards. Each calling has 12 different cards and you may take 2 of each, so each hero ends up with between 8 and 14 cards in your deck.
The suggested company and starter decks
A new game starts with this company. Each calling also has a starter set of 10 cards. When you switch a hero to a new calling, the new cards start with this set. The monsters build their decks from the same starter sets.
| Calling | Default hero | Starter set (10 cards) |
|---|---|---|
| Warden | Bram | Shield Bash ×2, Line Strike ×2, Measured Blow, Hold Fast ×2, Brace, Wall, Challenge |
| Scarred | Nessa | Heavy Swing ×2, Scar Strike ×2, Open Cut, Take the Blow ×2, Shake It Off, Crash, Last Scar |
| Voice | Lio | Sharp Note ×2, Hum Strike ×2, Name Them, Quiet Chord ×2, Mend Song, Last Word, Counterverse |
| Quick | Pip | Nick ×2, Finish ×2, Low Cut, Slip, Mark ×2, Killing Line, Between Them |
| Spark | Ember | Jab ×2, Snap ×2, Mind Tap, Kindle ×2, Shared Heat, Bright Lance, Lance Storm |
The suggested company is Bram (Warden, front), Nessa (Scarred, front) and Lio (Voice, back), with Lio protecting Bram. Their marks are: Bram Life, Body and Will; Nessa Life, Guard and Reflex; Lio Life, Body and Reflex. Its deck is the three starter sets together.
See also
- The five callings: every hero's numbers and trait.
- All 60 cards: what each card does.
- Beginner tips and advanced tips for deck ideas.
- The trail: which monsters you will meet.
- Play Three Marks on the portal.