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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 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.

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

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

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

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

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

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

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

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

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.

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





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.
Play Online Free →Look up any player's stats using their 8-digit player tag.
Find your tag in the game lobby next to your account info.
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.