
Disciples GOLD takes the phenomenal gameplay, stunning graphics, over 100 spells and a powerful scenario editor of Disciples and adds new scenarios and gameplay features that set the new standard in Turn-Based Strategy.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Amazing game only topped by the second
This is fantasy turn-based strategy game, inspired by Heroes of Might & Magic as it is it's rival. Game includes 16 missions in saga mode, 4 missions for each of races. To finish one mission, it takes from 30 min to 2 hours, depends on your gameplay. Between missions of same campaign, you are able to transfer one commander of your choice, with 3 items of your choice Game also includes quest mode, where you have 1 tutorial map, 17 standalone missions and mission pack Divine Empire, which consists from 21 missions. I played just few of them, but the ones I played were decent and game time is similar to saga missions. Gameplay is easy and quickly understandable, same applies for spell & city hall management. Only negative thing I have to say is probably repetitiveness, that will hits you in middle of saga mode - some of maps are same, and you only play as different faction with opposite goals. Also in my opinion, unit progress system is weird and too much static. But for 1999 game, I think it is not that bad. For a price, you get potentially dozens of hours of game time. I recommend it.
当年配了第一台机子,去淘盗版盘本来是想买英雄无敌3的,阴差阳错买了这个,结果竟然玩得不亦乐乎。 如今,欲买同载桂花酒,终不似,少年游。
Yes.
Прошёл полностью. Было интересно посмотреть на начало развития серии. Некоторые элементы геймплея интересные, и заставляют по новому взглянуть на классическую формулу. Самое запоминающееся - одолел компанию за некров на сложной сложности. Основным героем взял вампира, по началу было сложно, на 3 миссии пришлось напрячься, 4 миссию не заметил, финальный город брал одним героем в соло. Полностью раскаченный и забафанный герой-вампир это эпично.
Disciples Sacred Lands Gold developed and published by Strategy First is a landmark title in the realm of late-1990s turn-based strategy, blending empire management, tactical combat, and RPG progression within a dark, war-torn fantasy setting. As the expanded edition of the original release, the Gold version refines and broadens the experience with additional scenarios and content, offering players a substantial strategic campaign rooted in atmospheric storytelling. Rather than focusing solely on large-scale conquest, the game emphasizes deliberate planning, character growth, and methodical battlefield positioning, distinguishing itself from more fast-paced or spectacle-driven strategy games of its era. Set in the grim world of Nevendaar, the game revolves around four distinct factions: the noble Empire, the stoic Mountain Clans, the sinister Undead Hordes, and the demonic Legions of the Damned. Each faction possesses its own visual identity, lore, technological tree, and combat philosophy. The Empire relies on balanced forces and divine magic, the Clans emphasize resilience and straightforward strength, the Undead manipulate attrition and fear, while the Legions wield destructive sorcery and corruption. This asymmetrical design encourages multiple playthroughs, as mastering one faction’s strengths and weaknesses does not directly translate to another. Strategic depth emerges not just from troop numbers, but from understanding faction-specific mechanics and leveraging them effectively on both the campaign map and battlefield. The overarching gameplay structure combines a strategic world map with turn-based tactical encounters. On the strategic layer, players expand territory by capturing resource nodes, fortifying cities, and moving hero-led armies across a grid-based landscape. Resource management is streamlined compared to some contemporaries, focusing on gold and mana rather than a sprawling economic system. This simplicity shifts emphasis toward troop composition and hero development. Heroes function as the backbone of each army, gaining experience, equipping items, and learning spells that can dramatically alter combat outcomes. Their progression lends the game an RPG sensibility, fostering attachment and long-term investment in key characters. Combat unfolds on static, side-view battlefields where units occupy fixed positions. Unlike more dynamic tactical systems, positioning here is less about movement during battle and more about pre-combat arrangement and turn order. Units attack in sequence based on initiative, and strategic decisions often revolve around target prioritization and spell timing. The absence of free movement within battles may initially seem restrictive, but it reinforces the importance of preparation before engagement. Carefully chosen unit upgrades and spell selections determine whether an army thrives or falters. Spellcasting plays a particularly vital role, with a wide range of offensive, defensive, and summoning abilities that add variety and tactical nuance to encounters. Atmosphere is one of the game’s defining strengths. The art direction embraces a dark fantasy aesthetic, with hand-drawn character portraits, brooding landscapes, and detailed unit designs that convey the bleak tone of perpetual war. Though technically dated by modern standards, the visual presentation retains a distinctive charm rooted in its era. The soundtrack and ambient audio further enhance immersion, blending orchestral themes with ominous undertones that reinforce the high-stakes conflict among divine and infernal forces. The overall mood feels somber and weighty, contrasting with the brighter fantasy tones found in some contemporaneous strategy franchises. The Gold edition significantly expands replay value by including additional campaigns and standalone scenarios. These missions vary in objectives, from straightforward territorial domination to more specialized tasks that demand careful pacing and adaptation. The slower tempo of turns encourages thoughtful decision-making rather than impulsive action, appealing to players who enjoy deliberate strategic planning. Multiplayer support, while limited compared to modern standards, adds further longevity for those interested in competitive play. From a contemporary perspective, certain elements may feel antiquated. The user interface reflects late-1990s design sensibilities, occasionally requiring patience to navigate menus or interpret information. Tutorial guidance is minimal, meaning newcomers must learn mechanics through experimentation. However, for players accustomed to classic strategy titles, these aspects contribute to its nostalgic authenticity rather than detract from the experience. Ultimately, Disciples Sacred Lands Gold remains a compelling example of classic turn-based strategy craftsmanship. Its faction diversity, emphasis on hero progression, deliberate tactical combat, and brooding atmosphere create a distinctive identity that has endured over decades. While it lacks the graphical fidelity and streamlined interfaces of modern entries in the genre, its depth and strategic focus continue to reward those willing to engage with its methodical pacing. For enthusiasts of traditional fantasy strategy who appreciate character-driven armies and atmospheric worldbuilding, it stands as a memorable and enduring entry in the genre’s history. Rating: 8/10
Mam do niej sentyment z czasów młodzieńczych. Podoba mi się to, że nie stawiamy w ilość jednostek, tylko w ich rozwój i awans.
I'm having a hard time not recommending this game, but it needs to be said: this is basically just an older and less professional version of Disciples II. Not kidding - the second game feels like a remake instead of a sequel. ■ The units, spells, basically everything is exactly the same, drawn in a different art style. ■ Evolution trees are the same but shorter and simplified. ■ There are less mechanics, eg.: you can't defend in combat, there are less spots for equipment etc. ■ The voice acting is very cheap. It has the charm of theatre kids playing around in high school - which isn't a sin at all, just naturally funny, especially when you can hear someone sitting way too close to the mic. It's not a BAD bad game, you know, but since Disciples II feels like a remake, I wouldn't recommend this to new players at all. If you are diehard fan of Disciples II, or just prefer older games, I guess checking out can't do harm. But otherwise, you do yourself a favor by heading to the sequel.
МНЕ ХОЧЕТСЯ ПЛАКАТЬ ВИДЯ ТО ЧТО ОНА ВСЁ ЕЩЕ ПРИЯТНА ДЛЯ МЕНЯ.
Сразу стоит сказать, что это не плохая игра. Но всё же она не так хорошо состарилась и в 2026 году тяжело назвать её никак иначе кроме как "душная". Поиграл кампании на нормале и челендж, который давала игра заключался в медлительности. То есть, стратегическая часть - это разобрался с одним противником и потом ищешь как восполнить ресурсы, потому что чаще всего (если не играешь за Империю - они очень просты благодаря хилам) второго противника тебе уже не одолеть без потерь. В итоге 1 бой - засесть в замке подлечиться - 1 бой - банка - 1 бой - засесть в замке и т.д. Что происходит на высоких уровнях сложности мне страшно представить. Думаю, что первая часть уже не стоит того, чтобы в неё возвращаться, а если хочется поиграть в уже доделанную игру, то стоит сразу включать Disciples 2.
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