
A Three Kingdoms-themed tactical chess game with light strategy and easy controls. Step into the era as a strategist, use over 200 historical figures—each with unique traits and counters—to form teams, revisit key battles, and shape outcomes with your tactics.
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About

Danmo Three Kingdoms: Battle of Wits is a strategy game set in the turbulent era of the Three Kingdoms, blending traditional board game thinking with sandbox-style wargame gameplay. With straightforward rules and clear strategic depth, it offers an immersive experience of "commanding the world as on a chessboard." Here are the key features of the gameplay:

Skip the early grind and dive straight into tactical maneuvering from the moment you enter the battlefield. Leverage troop type counters, commander synergies, and terrain advantages to capture key cities within a limited number of turns—whether through a direct stronghold assault or by cutting enemy supply lines. Every deployment of your forces is a test of your wisdom and courage.

Transcend the boundaries of nations and factions to assemble your ultimate team freely. Witness Lü Bu and Guan Yu fighting side by side, or have Diaochan and the Qiao sisters unleash their charm together on the same stage. Here, you can recruit the greatest, whether for their strength or their beauty.

In Danmo Three Kingdoms: Battle of Wits, we aim not only to recreate the turbulent upheavals of the Three Kingdoms era but also to grant you the power to rewrite history. From grand alliances to lone-wolf campaigns, every conflict is born from the crucial decisions shared by the Lord and the Strategist. Whether you choose to aid a destined ruler or carve your own unique path through the chaos, we hope this work presents you with a tapestry of strategy—one to reflect upon, replay, and rethink.

The game supports online matches for up to eight players, allowing you to compete against strategists from around the world.Win battles and campaigns to unlock more Three Kingdoms heroes. Commander combinations, tactical adaptations, and timely stratagems—every move is a test of strategic wits, and every match holds the potential to reshape the outcome of the era.Win battles and campaigns to unlock more Three Kingdoms heroes.
Within the confines of the board, you script centuries of turmoil; with a single piece placed, destinies rise and fall.
Master Strategist, the war drums echo—step into the fray and claim the realm.
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We are an independent Chinese development team passionate about history and strategy games. During development, just finalizing the art style alone went through more than five iterations. For us, this process was both a series of sprints and a long-distance journey. We ran back and forth between realism and artistic expression multiple times before finally finding the path we're on now—a style that won't overwhelm you with heavy colors nor leave you unimpressed with faint lines.
It’s like a brilliant strategist in the midst of battle—not stealing the general’s spotlight, but stepping in at the key moment to bring the entire campaign to life.
The game is still in development, and we sincerely welcome your active feedback to help us keep improving. We plan to add more Three Kingdoms commanders in future updates, along with continuously developing new storylines for everyone to experience!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese, English, Japanese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
地图大了,人多了,钱也够花了,这波更新诚意没得说。但也暴露了操作上的短板,特别是那个复活放置,真的是繁琐操作之王,一次点十几次谁受得了。还有就是截图都截不全的大地图,是不是可以考虑出个全局视角的缩放?不然总感觉在盲人摸象。
之前吐槽过招人全靠脸,现在终于能主动去录用在野武将了,这点必须点赞,前期节奏舒服多了。40个新武将确实量大管饱,立绘依然保持了高水准的水墨风。但这联机还是有点难排,建议官方搞个活动拉拉人气,不然PVP这块太浪费了。
这游戏终于把输了白打这个最大的毒点改了,之前打战役惜败真的是搞心态,现在好歹给点经验资源,这种挫败感少了很多。新出的司马家几个武将技能有点意思,跟之前的流派不太一样。
[h1]《丹墨三国:弈》简评[/h1] 这款三国题材的战略游戏,以回合制棋盘游戏的大地图玩法,用最直接的数值比拼,通过兵力加减乘除的计算,通过玩家的智慧和谋略,实现攻城掠地、一统天下的壮志。别看游戏都是最简单的数值计算,但是如何派兵遣将、如何排兵布阵、如何部署进攻、如何使用军略等等,都是非常有策略的。因此,千万别由于本作的内政系统、战斗系统、攻城系统都非常简洁,就有挑战难度很简单的错误认知,想要成就千秋霸业,还真没有想象中的那么容易。 相较于《三国群英传》、《三国志》这两个经典的三国题材大战略游戏,《丹墨三国:弈》可谓是相当低配版本的。内政系统超级简化,养成体系相当轻度,战斗环节自动播放……总之,没有那些复杂繁琐的机制,这也就让本作上手还是相当轻松的,基本过一遍教程看完文字内容再实操一下,就欧克明白了。 那么这种战争游戏,无论规则如何,总归是需要用到一套能够决定每一场对局战斗胜负的关键机制,而本作就很直接,就是用最浅显的“战力值”来判定输赢,即参战两方军队的战力值大小。由于战斗采用自动播放,战斗期间玩家无法插手也就是坐等结束而已,这也就说明了战斗其实从触发战斗之时,就已经决定了这一场局部战斗的胜负了。玩家想要想方设法的改变这一场的结局,就得在两兵相接前的准备阶段就开始部署谋划。 别看每一回合的部署谋划,操作层面小手一动鼠标一滑,计算方面简简单单加减乘除,但是者想要实现以弱胜强的逆转、保持以势压人的顺境,那也不是摆在纸上的谈兵论法。例如, 行动:如何利用好低战力棋子优先行动的基础规则。 军略:如何在最合适的时机安排每一局游戏中只能使用一次的军略。 兵种:如何利用“骑>步>弓>骑”的克制关系排兵布阵。 进攻:如何妥善规划进攻的目标、路线等。 …… 这些全都是有策略、要脑子的,而且还不止这些,将领、地形、城池等等,也都是这加减乘除计算中的一环,在环环相扣、层层叠加的计算之下,不同的谋划和布局真就是开创不同的发展走向。 此外,玩三国题材带有战略元素之类的策略游戏,除了摧城拔寨、攻城掠地之外,收集历史文臣武将也是一大成就,看着这些人才全部都集中于自家麾下,这种成就感是极好的。遥想二十年前的时候玩《三国群英传7》,利用招募、说服、纳降等方式全搜集800余名武将,这可是比称霸全国、一统天下还要来的兴奋。那么本作《丹墨三国:弈》中,也是有武将招募的,这个招募是在游戏首页,消耗名望随机在武将池子里抽取(不会重复获取),大将63位、名将49位、神将48位,合计160位将领,数量绝对不算少的,但是咱希望还可以更多的,多来点咯。哪怕是游戏里吕绮玲、马云禄这类虚构人设,蔡文姬、甄宓这类知名人物,咱也可以有不是,毕竟游戏中不仅有大乔、小乔,还有董白、邹氏,也不差更多的角色了。 最后,如果游戏能够开放创意工坊,可以添加各种类型的MOD(功能、主题、英雄、美术等),那就更好了。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
这次更新的40个新武将含金量很高,司马家族的技能机制明显是为了克制之前的某些流派设计的,策略深度又上了一层楼。新开的6个战役剧本难度不低,但好在现在有无限回合的自定义选项,容错率高了很多,适合我这种喜欢慢慢思考布局的。水墨立绘依然是顶级的,看着司马师、司马昭在棋盘上的样子,代入感拉满。虽然UI还有进步空间,但核心玩法的填充值得肯定。
从底子上来说是一款套着三国皮的经典战棋游戏,主打走格子以及兵种克制搭配武将技能,经典但不会出错。 以下只是我给这款游戏的一些建议: 1、剧情模式bug太多了,制作组为了做主角把御三家(孙曹刘)全都见过且有投靠机会就让他在黄巾之乱时就到处奔走,但问题是谁家好人曹操在黄巾之乱的时候就“孤来孤去”的?且不说他那个时候根本称不了孤,当时还是小人物的曹操也根本没有这么大的野心。历史上的孙曹刘三家在黄巾的时候全都是小的不能再小的小卡拉米,但是剧情上没有一点成长要素,无论是从立绘、台词语气还是什么来看都已经是是完全体(一身王霸之气的曹操我是真的无力吐槽了,还有夏侯惇在那个时候就是一个瞎了眼的立绘),然而对黄巾之乱时候那些重要的人物一点描述刻画没有(稍微提了一嘴皇甫嵩),然后没了。 2、战役模式。简陋的经济和内政系统,半年才能打开一次内政界面,每个将领的军略也只能用一次,没有冷却时间,并且还是地图炮,谁懂万里之外的某将领开个军略把我的战力减了三分之一的救赎感。剧本只有初设,进去以后完全没有剧情和各种史实的或随机事件,就是靠自己玩,三国代入感几乎为零。哦对谁告诉你“混战:众星云集”剧本里的刘备应该出生在四川的,刘备入蜀都什么时候了?更何况这个剧本年代写的是281年,是不是把181年写错了。然后诸侯讨董剧本,剧情介绍也说了各路诸侯外和而内斗终将瓦解,结果游戏里面就变成了袁绍董卓两军对垒,我诸侯呢,哦原来是变成了供袁绍使用的兵棋,一点独特的机制都不愿意做,什么粮草补给系统也没有,感觉完全不如三国志系列,完成度要高得多。能够理解作为小制作组打不过三国志或者三国全战这种大厂做的大IP,那要不就做的小而精一点架子别铺太大,凸显一点独特的玩法和机制,要不就稍微尊重一下三国的剧情线和史实,不要老犯一些低级错误,不然就完全是换皮战棋游戏了。 主要要吐槽的就这么多,制作组还是好好打磨以后再端上来让我们品鉴吧。 [code] 点击关注[url= https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
简单易上手,这种类型挺好。
玩法也太低能了,这也敢定价48?好评都是刷的吧?
我滴个乖乖,这次更新的战役地图也太大了吧,想截个全图发群里装逼,结果发现根本截不全。配合新的赋税系统,资源多了城池也造得爽,那种大兵团作战的感觉终于出来了。就是一把的时间变得巨长,刚刚那局打了快3个小时,没点耐力真的扛不住,不过打赢那一刻是真爽。
还行吧,就是武将还需要抽,太慢了,而且一次战役或者剧情给的声望很少,平均一场10/20个,弄全武将不知道猴年马月了,还有就是我搞半天没搞清楚该怎么赢,卡关严重
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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