The Royal Card Game · 2–4 Players
Court of

THREE

Three is the magic number.

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.

Princess Card
King Card
Spy Card
Jester Card
Queen Card
Detective Card
The Deck · 68 Cards

Meet the Cards

From royals to rogues — every card has a role. Tap the i below a card to flip it and learn what it does.

Royalty
King (+6) card

King (+6)

A royal worth +6. Plays onto any player like a Point Card. Can’t be stolen by the Thief, but the Jester can still swap it.

King (+6)
Queen (+6) card

Queen (+6)

A royal worth +6, played onto any player. Immune to the Thief — though the Jester may still move it.

Queen (+6)
Prince (−6) card

Prince (−6)

A royal worth −6. Drop it on a rival to wreck their score. Can’t be stolen, only swapped.

Prince (−6)
Princess (−6) card

Princess (−6)

A royal worth −6. Play it on an opponent to swing their total. Safe from the Thief.

Princess (−6)
Court Cards
Merchant card

Merchant

Discard to bank your score — only on a multiple of three. Banked cards are immune to the Rule of Three and to Spy challenges.

Merchant
Thief card

Thief

Discard to steal any one card in play — even from a bank — into your hand. Royalty can’t be stolen.

Thief
Jester card

Jester

Discard to swap the positions of any two cards in play. Banked cards can’t be swapped.

Jester
Oracle card

Oracle

Discard to look at any 3 cards in one opponent’s hand.

Oracle
Gambler card

Gambler

Discard, then name an opponent and a card. If they hold it, they must hand it over.

Gambler
Spy card

Spy

Play face-down as a +6. Any card can be played face-down as a bluff — opponents may challenge it at the end of your turn.

Spy
Detective card

Detective

Play as a Spy, or discard to flip every face-down card in play. If challenged as a Spy, all hidden spies are revealed.

Detective
Number Cards
+3 card
+3
+2 card
+2
+1 card
+1
−1 card
−1
−2 card
−2
Why Play

Why You’ll Love It

Simple to learn, impossible to master. Every round is different.

Strategic Depth

Merchant, Thief, Jester, Spy — every court card opens new possibilities. Play the odds or bluff your way to victory.

2–4 Players

Perfect for game nights. Quick enough for a casual round, deep enough to keep you coming back.

The Rule of Three

Your board must always be divisible by three. Simple constraint, endless strategy.

Play Anywhere

Online multiplayer right now. Physical card game coming soon for tabletop sessions.

The Rules

How to Play

Everything you need to take the throne — straight from the rule book.

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.

The Goal

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.

Setup

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.

Your Turn

  1. Draw. Take one card from the draw pile. If you already hold 7 cards, skip the draw.
  2. Play. Play up to three cards onto any player — yourself or an opponent. You may pass instead, but never three turns in a row.
  3. End your turn. Announce you’re done. Resolve any Spy challenges, then check the Rule of Three.

The Rule of Three

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.

Good to know: If a rival knocks your score off a multiple on their turn, there’s no penalty — you simply fix it on your next turn. You can even end off a multiple on purpose to wipe a bad board.

Royalty

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.

Spies & Challenges

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.

Court Cards at a Glance

MerchantBank your score (must be a multiple of three). Banked points are safe from everything.
ThiefSteal any card in play into your hand — even banked ones. Not Royalty.
JesterSwap any two cards in play (banked cards excluded).
OracleLook at 3 cards in an opponent’s hand.
GamblerName an opponent and a card; if they hold it, take it.
SpyFace-down +6. Bluff with any card. Challengeable at end of turn.
DetectivePlay as a Spy, or discard to flip every face-down card in play.

Ready to Play?

Jump into a game right now — no download, no signup, just pure strategy.

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Player Profile

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Activity

Leaderboards, recent matches, and who's dominating the court.

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Store

Get Court of Three as a physical card game for your next game night.

Court of Three
Coming Soon

Court of Three — Physical Edition

Premium card stock, custom artwork, and everything you need for 2-4 players. Be the first to know when it launches.

You're on the list! We'll let you know when it drops.

Premium Cards

Thick, linen-finish card stock with custom artwork on every card.

Compact Box

Pocket-sized packaging — take it to the pub, on holiday, anywhere.

Rule Book

Clear, illustrated rules so new players can jump in within minutes.

About

The story behind Court of Three and how to get in touch.

The Story

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.

Get in Touch

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