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Three's a Crown is a rogue-like auto battler, where you take control of the final fragments of fallen kingdoms, forced to band together to survive the end of the world. You cannot build everything. Many will seek refuge behind your walls. Some will seek to take it by force. You cannot save everyone.

The horde is at your gates, and your leadership is the only thing standing between your city and total destruction. Three's a Crown is a rogue-like auto battler, where you take control of the final fragments of fallen kingdoms, forced to band together to survive the end of the world. You cannot build everything. After surviving each wave, you are presented with a limited choice of buildings, relics, kingdoms. Each bringing their own unique mechanics and strategies to help protect your bastion. These critical draft choices will define your strategy for the rest of the run. Will you take the fragile primal fledglings, who need time to grow strong enough to aid you, but in time will bring mighty dragons? The human peasants, weak alone, but mighty in numbers? Many will seek refuge behind your walls. Some will seek to take it by force. You cannot save everyone.

Gameplay

Factions

The factions are what remains of once mighty kingdoms. When the world ended, no single kingdom survived intact. The lands became hostile to all, and the survivors were left to struggle and endure in fragmented groups. In Three’s a Crown, each run is defined, in part, by the factions who you bring into your city as the game progresses, each bringing with them their own unique set of structures and units 

Peasants

The common man. The peasants are not special. They bear no gifts. They have no powers or magic. Their strength is in community. They rely on the power of numbers, banding together to become strong in union, despite their individual weakness

Primal

The primal faction is raw potential. They have the ability to grow strong- but they need time. Resources. Every elder dragon was once an egg. Every war bear, once a cub, Every arch druid, once a fledgling hedge mage.

Martial

The martial faction appears, at a glance, simple. They are fairytale knights and archers, glimmering in the sunlight. Yet something deeper is... wrong. They are inhuman. Too fast. Their hoods hide their faces too perfectly. Their capes seem oddly.. alive.... in battle the soldiers of the martial faction are, simply, better. Their knights are tougher, stronger. Their archers swifter. Yet still, they train to become even stronger.

Scoundrels

Before the world ended, these rascals were pirates, bandits, mercenaries and thieves, but now? Well, little has changed, they're still gold-hungry, thrill seeking, rebellious scoundrels.

Magic

Mages do not follow the rules. They bend time to their whims, and summon homunculi and golems to battle their enemies for them while they study and iterate and improve their magic from atop their towers.

Relics

Relics are powerful artefacts you might discover during your run, which grant unique and often rule-bending properties to your units and structures, such as making a specific unit type explode on death, changing melee units into ranged ones, adding dragon’s fire to your units attacks, altering the types of structures that appear in your shop.

Bosses

The world of Three’s a Crown is a dangerous one, and few threats make this as clear as the bosses roaming the wasteland. Their exact nature varies, but one thing remains true. These powerful figures and creatures have been corrupted by the wasteland, turned into monstrous things which want nothing more than to destroy you and your city, and climb the mountain to lay siege to your city every few years