Buildings
Combolands has 147 buildings, grouped here by guild. Filter by rarity or type, or open a building for its card, mechanics and synergies.
Guild
Rarity
- AcademyTriggers every 5 weeks: · +30 points for each Training or Healing in range
- ApiaryTriggers every 5 weeks: · +10 points for each Flowers in range
- ApothecaryTriggers every 4 weeks: · Create 1 Herbs on a random adjacent tile Passively: Nature in range is considered Healing and …
- Archery RangeTriggers every 4 weeks: · +30 points for each Husbandry or Woodworking in range
- ArsenalTriggers every 3 weeks: 1 Remove Can only be created adjacent to Fortification
- AshDoes nothing · When triggered: transforms into Campfire
- BallistaTriggers every 3 weeks: · Rotates to face a random direction and triggers the tile it is facing
- Balloon TraderPassively: other buildings in range are considered Luxury
- Bandit CampTriggers every 3 weeks: · Trigger 1 random adjacent tile −150 points if a building is triggered in this way
- BankTriggers when a building in range gains Reroll or Remove : · Gain +1
- BannerTriggers when removed: · Give each adjacent building +0.3 Mult
- BarracksTriggers every 3 weeks: · +20 points for each Rocks in range
- Berry BushWhen triggered by Picker's Hut transforms into Empty Bush
- BlacksmithTriggers every 8 weeks · +80 points for each Manufacturer or Training in range Passively: removes adjacent Ore to reduce…
- Botanist's StallTriggers when created: · +10 points for each Nature or Resource in range
- BreweryTriggers when a building in range transforms: · 50% chance to trigger 1 random adjacent building
- CampfirePassively: provides +1 Mult to all adjacent buildings In 5 weeks: transforms into Ash
- CanalPassively: Counts as Ocean · Can be built over
- CarpenterTriggers every 4 weeks: · +20 points for each Woodworking or Ship in range Passively: removes adjacent Lumber to gain +1…
- ChurchTriggers every 4 weeks: · +30 points for each Sacred in range
- CircusTriggers when a building in range earns Gold : · +20 points for each Residence in range
- ClipperTriggers every 5 weeks: · +1 for every 3 Trader Manufacturer or Luxury in range (rounded down)
- ComposterTriggers when a building in range is removed: · Give each Farm in range +0.1 Mult Passively: automatically removes any a…
- ConduitWhen triggered: Trigger up to 2 other buildings in range
- Corrupted FortTriggers every 5 weeks: · Remove 2 random buildings in range · Then, increase 2 Range by +1 Range
- Corrupted GrovePassively: buildings in range cannot gain Reroll Remove Dismiss or Gold · Triggers every 5 weeks: increase 2 Range by +1…
- Corrupted LanternPassively: increases the cooldown of buildings in range by 2 weeks · Triggers every 5 weeks: increase 2 Range by +1 Rang…
- Corrupted MineTriggers every 5 weeks: · Create 3 Rocks on random tiles in range · Then, increase 2 Range by +1 Range
- Corrupted ObeliskPassively: buildings cannot be placed within 2 Range of Corrupted Obelisk · Triggers every 5 weeks: increase 2 Range by …
- Corrupted ShrinePassively: buildings in range have −2 points 2 Range · Triggers every 5 weeks: increase 2 Range by +1 Range
- Corrupted TowerTriggers every 5 weeks: · Transform a building in range into a random building of the same rarity · Then, increase 2 Ran…
- Cotton FieldGrows (transforms) in 3 weeks and then triggers: · Give each adjacent building +0.2 Mult
- CraneIf a Ship 7 Range overlaps Crane add the Crane 7 Range to the Ship
- Deli StallTriggers when created: · +20 points for each Husbandry Fishing or Healing in range
- DepotTriggers when Resource is created in range : · Remove it and create a copy adjacent to Depot
- Effigy PyreTriggers after 5 weeks: · Removes itself and triggers each adjacent building
- Empty BushGrows (transforms) after 4 weeks
- EnclaveTriggers when created: +0.2 enchant Can only ever be placed on Grass adjacent to a cliff
- EstateHighest level of House · When triggered: +250 points
- FactoryTriggers every 7 weeks: · Open a free random pack Can only be created adjacent to at least 5 Industrial
- Faerie RingTriggers every 7 weeks: · Trigger 1 random adjacent building
- FarmyardTriggers when created: · +30 points for each adjacent empty Grass · Create Manure on a random empty adjacent Grass
- Field HospitalWhen triggered: · Give each Healing or Training in range +0.2 Mult
- Fish FarmTriggers every 3 weeks: · Create 1 Fish on an empty Ocean tile in range
- Fish TrapTriggers when created: Trigger all Fishing in range excluding other Fish Trap Counts as Fish
- Fishing BoatTriggers every 4 weeks: · +20 points for each Nature in range
- Fishing HutPassively: Fishing in range have additional Mult equal to the Mult of Fishing Hut · Does not affect other Fishing Hut
- ForesterTriggers every 3 weeks: · Create 1 Forest on a random tile in range
- FortressTriggers when a building in range is removed: · +30 points for each Fortification or Ship in range
- FountainTriggers whenever an adjacent building transforms: · 10% chance for +1 Crop adjacent to Fountain grow in 1 week
- Fruit OrchardGrows (transforms) in 3 weeks and then triggers: +70 points Passively: has +1 Mult if adjacent to Apiary
- GalleonTriggers every 5 weeks: · +60 points for each Martial in range
- Gardener's CottageTriggers every 5 weeks: · Create a copy of 1 adjacent Nature on a random tile in range
- Gold OreTriggers when removed: +1
- Gold PanTriggers when created: +2 Can only be created adjacent to Forest
- Grain SiloTriggers every 5 weeks: · Gain a Blueprint of a random adjacent Farm Blueprint gained by Grain Silo only have 1 charge
- GranaryTriggers when created: · Harvest all Crop in range transforming them back into empty fields
- GraveyardTriggers whenever an adjacent building is removed: · Gain a random Blueprint of the same rarity
- Grocer's StallTriggers when created: · +20 points for each Farm Crop or Residence in range
- GroveTriggers every 3 weeks: 1 Reroll Can only be created adjacent to Forest
- Guard TowerTriggers when a building in range is removed: · Trigger 1 random adjacent building
- HarvesterTriggers when another building is created in range : · Trigger 1 random adjacent building
- Herb GardenTriggers when created: · 1 Reroll and trigger all adjacent Healing excluding other Herb Garden Passively: counts as Herb…
- HerbalistTriggers when created: · +30 points for each Herbs in range
- HideoutTriggers whenever an adjacent building scores: −100 points and +1
- HomesteadTriggers when in range of or adjacent to Healing or Trader : · +130 points and transform into Tenement
- Hunting LodgeTriggers every 3 weeks: · +10 points for each Forest in range
- HutTriggers when in range of or adjacent to Provisioner : · +100 points and transform into Homestead
- InnTriggers when created: · Your next roll is guaranteed to contain Rare or better buildings · Can only be created adjacent…
- IrrigationOther adjacent buildings are considered Farm · Must be created connected to Reservoir or Irrigation · Does not connect d…
- JewellerTriggers every 3 weeks: · Remove 1 random adjacent building to give all equipped Heirloom +1 points sell value. If the b…
- Jousting ArenaTriggers when an adjacent building is removed: +1
- Kelp FieldTriggers when removed: 1 Reroll
- KitchenTriggers every 4 weeks: · +10 points for each Common in range
- LamppostPassively: reduces the cooldown of adjacent buildings by 1 week
- LighthousePassively: reduces the cooldown of Ship in range by 3 weeks
- Lodging HouseTriggers when created: · Gain 1 random Residence Blueprint from any unlocked guild
- LumberyardTriggers every 4 weeks: · Create 1 Lumber on a random adjacent tile Can only be created adjacent to Forest
- Magical RuinWhen removed: Gain a random Potion
- ManureTriggers when removed: +1
- MarketplaceTriggers every 5 weeks: · Trigger all adjacent Stall When created: gain a random Stall Blueprint
- MasonTriggers when created: · Gain 1 random Building Upgrade Can only be created adjacent to another non Nature building
- MineTriggers every 4 weeks: · Create 1 Ore on a random adjacent tile Can only be created adjacent to Rocks
- NitraryTriggers every 2 weeks: · Remove 1 random Nature or Resource in range · +50 points for each removed
- Nomad's WagonTriggers every 3 weeks: · Removes itself and creates a Nomad's Wagon on an adjacent tile
- ObeliskPassively: any buildings adjacent to Obelisk have +0.5 Mult Can be created on top of another Obelisk to give adjacent bu…
- Ocean ShrineTriggers every 5 weeks: · Create 5 Kelp Field on random tiles in range Passively: Nature in range is considered Sacred
- OutpostTriggers every 4 weeks: · Trigger a random adjacent building if Outpost is the only other building adjacent to it
- PalisadePassively: any tile inside an enclosed area of Palisade is considered to be Frontier instead of its original guild · Doe…
- ParkPassively: Nature adjacent to Park is considered Residence and Common
- Picker's HutTriggers when any Berry Bush is in range : · +20 points for each Berry Bush in range and transform each into Empty Bush
- Pirate ShipTriggers every 3 weeks: · −100 points and create 1 Treasure Chest on a random tile in range
- PlateauPassively: Counts as Grass · Can be built over
- PlazaPassively: buildings adjacent to a Plaza ignore Range placement restrictions
- PlotTriggers when in range of or adjacent to Irrigator : · +80 points and transform into Hut
- PortTriggers every 5 weeks: · +30 points for each Ship Trader or Luxury in range When created: gain a Plateau Blueprint with…
- PortalAny tile adjacent to any Portal is considered adjacent to all Portal
- Post OfficeWhenever the tile directly below a Post Office triggers: · Trigger the tile directly above the Post Office
- QuarryTriggers every 3 weeks: · Create 1 Rocks on a random tile in range
- QuayOther adjacent buildings are considered Ship · Must be created connected to Port or Crane or another Quay · Does not con…
- RailwayPassively: Any tile adjacent to a Railway is considered adjacent to all connected Railway · Does not connect diagonally
- RanchTriggers every 4 weeks: · +40 points for each Husbandry in range
- ReliquaryTriggers every 3 weeks: · points equal to (30 x total equipped Heirloom sell value) Can only be created adjacent to Rock…
- ReservoirTriggers when created: Gain Irrigation Blueprint Crop adjacent to Reservoir grow in 1 week
- RuinWhen removed: Gain a random Building Upgrade
- SawmillTriggers every 3 weeks · Trigger up to 1 Engineering or Manufacturer in range Passively: removes adjacent Lumber to affe…
- ScaffoldingPassively: Any building created on Scaffolding gains +1 Mult · Can be built over
- ScarecrowTriggers every 5 weeks: · +30 points for each Farm in range
- Seaweed FarmTriggers every 5 weeks: · +10 points for each empty Ocean in range
- SewerTriggers when created: · Remove all adjacent non Infrastructure
- ShamanTriggers when another building in range gains Reroll : · +20 points for each Frontier in range
- ShrineTriggers every 3 weeks: · points equal to (50 x number of Reroll ) Can only be created adjacent to at least 3 Nature
- SlumsPassively: every week, each connected Slums has a 30% chance to create another Slums on a random tile connected to the g…
- SmelterTriggers every 3 weeks: [BaseScore Passively: removes adjacent Ore to gain +1 Mult
- Sparring DummyTriggers when created: · 1 Remove and trigger all Training in range
- StablePassively: buildings adjacent to a Stable gain the Stable 4 Range · Does not apply to other adjacent Stable
- StatueTriggers when created: · Gain Council Vote for 1 random councillor already on your council Can only be created adjacent …
- StockpileTriggers when created: · +10 points for each empty Sand or Grass in range
- Stone LanternTriggers whenever Nature is created adjacent : 1 Reroll
- Sunflower FieldGrows (transforms) in 3 weeks then: · Triggers every 3 weeks: · +30 points for each other Crop in range Passively: count…
- Supplies StallTriggers when created: · +20 points for each Manufacturer Training or Engineering in range
- TanneryTriggers every 4 weeks: · +30 points for each Husbandry in range
- Tax CollectorTriggers every 5 weeks: · Transform 1 random House in range into Plot
- TenementTriggers when in range of or adjacent to Entertainment or Training : · +170 points and transform into Townhouse
- Tool ShedTriggers when Resource created in range : · +10 points for each Engineering Woodworking or Resource in range
- Town BellPassively: buildings adjacent to Town Bell have +1 Range Range
- Town HallTriggers when created: · +50 points for each Residence connected to the Town Hall
- TownhouseTriggers when in range of or adjacent to Luxury or Sacred : · +220 points and transform into Estate
- Trading PostTriggers every 5 weeks: · +10 points for each unique building in range
- Training RingTriggers when created: · +10 points for each empty Sand in range
- Trapper's LodgePassively: other adjacent buildings are considered Husbandry
- TrawlerEvery 5 weeks: · Trigger 1 random Fishing in range · Must be created at least 2 tiles away from Grass or Sand
- Treasure ChestTriggers when removed: +5
- TreasuryTriggers when another building in range earns Gold : · Trigger 1 random adjacent building
- VaultTriggers every 3 weeks: · points equal to (10 x Gold count) Cannot be placed adjacent to anything else
- VineyardGrows (transforms) in 3 weeks and then triggers: +1
- WallPassively: Any tile inside an enclosed area of Wall gains +3 Mult · Does not connect diagonally
- WarehousePassively: whenever another building in range scores, add that score to Warehouse (excluding other Warehouse ) · When tr…
- Watch TowerTriggers when created: · +10 points for each Nature in range When removed: create Forest on each adjacent tile
- Way StationTriggers every 5 weeks: · Trigger 1 random adjacent building Passively: counts as Railway · Every time Neutral is create…
- WellPassively: Crop adjacent to a Well grow faster, taking 1 week instead of the usual duration
- Wheat FieldGrows (transforms) in 3 weeks and then triggers: 1 Reroll and 1 Remove
- WindmillTriggers whenever an adjacent Crop transforms: · +40 points for each Residence or Training in range
- Witch's HutTriggers whenever another building is created in range : · +50 points for each Healing or Sacred in range
- Wizard's TowerTriggers when created: · Gain 1 random Potion Cannot be placed adjacent to anything else
- WoodcutterTriggers every 3 weeks: · +80 points and remove 1 Forest in range
- WorkshopTriggers when Resource removed in range : +1
Nothing matches those filters.


















































































































































