
From Legendary SEGA Japan producer Yasuhiro Nishiyama, SANGOKUSHI BOND is a fast-paced deck-building army battler built for strategy experts, not fast fingers. Recruit from 100 legendary Three Kingdoms warlords, create devastating team synergies and watch your tactics unfold in the chaos of battle.
Modeled estimate, not a reported figure. How we estimate →
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About
SANGOKUSHI BOND is the next evolution of
deck-building roguelite × army battle × auto battler,
where you command legendary warlords from the Three Kingdoms era.
There are no action controls, no reflex-based mechanics, and no pay-to-win upgrades.
Every player fights under the exact same conditions in a pure battle of strategy.
Recruit warlords, build your formation, and analyze your opponent’s tactics.
In these short, decisive battles, victory is only achieved with the smartest minds, not the fastest fingers.
Conquer the Three Kingdoms over your lunch break!
1. A Full Draft System Where Every Match Creates a New Strategy
There are no fixed meta formations.
Each match presents you with a challenging selection of warlords. Choose wisely and build the formation best suited to each unique battlefield.
2. Forge the Ultimate BOND Beyond History
Warlord affinities and skills create powerful synergies.
Build dream teams that transcend historical alliances and turn the tide of battle.
3. Over 100 Illustrated Warlords
A passionate roster of warlords, brought to life by a team of talented illustrators.
Even more warlords will be added through future updates.
4. Fully Fair Tactical Battles Decided in Short, Decisive Clashes
No complex controls. No pay-to-win advantages.
Victory is decided purely by how well you read formations, positioning, and skill interactions.
① "Board Performance"
An intense tactical drill mode where the clear rates for all stages are revealed to the world.
② "Gunshi Chronicle"
An asynchronous battle mode where you devour the "past data" of other players to climb the ranks.
③ "Rival Match"
A friend match feature that allows you to play against your friends online. Enter a code to enjoy real-time battles together.
Roguelite Recruitment: Every match in SANGOKUSHI BOND begins with a fresh set of possibilities. Navigate a boardgame-style map to recruit your generals and build a unique army from the hand you are dealt.
Dynamic Teambuilding: Players must adapt to randomized pools while managing costs, the only guaranteed path to victory is your strategy. No two battles play out the same, discover powerful formations and outsmart your opponent with a plan that only works in that moment!
Strategic Cost Management: Carry over resources for future rounds.
Risk for Reward: Pick weaker units early to build late-game power.
Unique Tactical Synergies: Build "miracle formations" that only work in the moment.
No fixed strategies, no "Meta" sites.
Every match sparks a completely new strategy.
Victory is decided before the clash begins. Study your opponent’s formation in advance and place your generals on the grid-based battlefield to counter their strategy. Success depends on reading unit counters, skill ranges, and potential for ambushes.
Three Pillars Unit Counters
Cavalry → Strong against Archers
Archers → Strong against Spears
Spears → Strong against Cavalry
"Hide Cavalry behind Spears for a surprise charge. "
"Use high-INT generals to reveal hidden ambushes. "
The pre-battle placement is the ultimate highlight of the experience.
Once deployment ends, the fight plays out entirely on the accuracy of your strategy and positioning - ultimately your decisions as battlefield commander.
Over 100 all-new, originally illustrated generals.
Cross-faction combos trigger powerful "BOND" synergies.
Combine your deck's strategy with powerful Tactical Decrees to unleash unpredictable combos and experience the pure exhilaration of overturning the entire board.
Synchronous Battles: The high-stakes tension of real-time mind games.
Asynchronous Battles: Challenge elite formations from across the nation at your own pace.
Skip the grind and hours of endless gameplay. Make your strategic decisions based on the hand you are dealt, and command your army in intense 10-minute “think first” tactical battles. Designed for a busy lifestyle.
Zero “RNG” Frustration: There are no unfair, luck-based elements. Every win or loss has a clear reason behind it.
Intellectual Growth: The more you play, the more your tactics evolve—delivering a deep sense of strategic evolution.
Outsmart rivals across the globe with nothing but your wits!
Global Matching: Compete with players across Japan, Asia, and the West.
The throne is yours to take!
Produced by Yasuhiro Nishiyama (Nishi-P)
Former SEGA producer behind massive hits such as “Sangokushi Taisen” and “maimai”.
Where Arcade Passion Meets Strategic Depth.
A new Three Kingdoms experience, forged on the front lines of arcade gaming.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 278 reviews with recorded playtime.
Reviews
Themes across 278 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
仮説検証が好きだけど、アクションゲームは苦手……という人におすすめです! このゲームはオートバトルなので、同じ条件ならキャラクターは同じ動きをします。 動きを観察し、配置や条件を変えながら試行錯誤して、狙い通りにハマった瞬間が最高に気持ちいいです。 自分で操作するというより、「考えて攻略する」楽しさが詰まったゲームです!
三国志BONDは「デッキ構築型ローグライト軍勢バトルゲーム」です。 2~4枚の初期編成デッキに、どのようなカードを追加していくかがカギとなります。 デッキに追加可能なカード候補は完全ランダムではなく、勢力や兵種、コストといったヒントをもとに探し当てることになるため、カードプールを理解すればするほど自身の求めるデッキの型を構築しやすくなります。 バトルはオートバトルなので単調かと思われるかもしれませんが、どの武将をどこに配置するかや移動先を決める「進軍指令」機能によって戦略の深さを味わうことが可能です。 シングルプレイモードも充実しているため、気長に楽しめるゲームだと思います。 100名を超える武将が登場するため、あなたが気に入る武将もきっと見つかるはず!
삼국지 대전을 아는 유저라면 반가운 게임 그 시절의 향수를 다 재현하지는 못했지만 충분히 재밋는 게임이다. 타인과 다시금 카드로 삼국지 대전을 논한다는것 자체만으로도 이 게임의 가치는 충분하다
Three Kingdoms:BOND is the greatest game I have ever played.
It’s rough around the edges but overall good game. The UI is a little clunky and theres things that still need to be translated. Hopefully the game improves as it is still in early access.
《三国志 BOND》是难得摆脱传统三国 SLG 肝氪套路的策略佳作,由《三国志大战》制作人打造,玩法融合肉鸽探索、卡牌构筑与战前布阵,单局仅十分钟,碎片化游玩体验极佳。游戏完全不卖数值,胜负全靠战术博弈,大富翁式地图随机招募武将,每局阵容都无法复刻,不存在万能强势模板。核心 BOND 羁绊系统极具巧思,跨阵营武将搭配即可触发连携技能,低费武将也能靠羁绊完成战局逆转,搭配枪骑弓兵种克制机制,布阵深度拉满。内置 PVE 闯关、异步天梯、好友联机三种模式,百余位武将立绘精致,不买 DLC 也能收集全部角色。无繁琐内政、无实时微操,战前规划便是全部乐趣,休闲玩家与硬核策略爱好者都能沉浸,是三国题材策略游戏里不可多得的良心精品。
2時間程度プレイしましたがサクサク進むので時間を忘れて深夜になってました。この手のゲームにありがちなガチャによるPtWになっていないのはかなり好印象。チュートリアルは長めですが分かりやすく少し複雑なゲーム設定もすんなり入ってきました。 ランダムピックによる毎回の戦略組み立てが楽しいです。戦闘も基本オートなので酒飲みながら展開を見て次の戦略考えるという循環にハマりますね。 三国志のビジュアルも色々な系統のイラストがあってクリア後の報酬獲得もワクワクできます。個人的には三国志と言えば呂布なので出てくるまでやりたいと思います。
肉鸽机制让游戏充满变数,需要更加注重每次的派兵策略,立绘画得很有三国无双里的感觉,特效还挺不错的 但随不到想要的武将真的容易心急。。。
참고 : 아케이드 유저는 아니고 NDS판 삼대DS/천 유저임 --- + 싸다. + CCG 요소를 좋아했던 입장에선 만족 + 오토 배틀러가 되었지만 전투의 핵심은 삼국지대전에서 크게 달라진게 없어 금방 익숙해짐 + 덱 빌딩과정에 치열한 드래프팅이나 픽 싸움이 있는게 아니라서(아마도) 내 덱 조합을 어떻게 가져갈지만 집중하면 된다. + 덱 빌딩 시스템이 재미없는거랑은 별도로, 덱 빌딩 자체는 전략적으로 고민 필요 +- 전투가 시작되면 개입할 수 있는 게 아무것도 없다(아마도). RTS에 약해서 오히려 좋은 나같은 사람도 있겠지만 호불호가 있을 듯 - 덱빌딩이 핵심 요소가 되다보니 코어 덱으로 쓸수 있는게 꼴랑 4코... 사실상 덱이라기보다는 키카드 2장으로 하는 게임 - 보드판에서 이뤄지는 덱 빌딩이 좀 재미없다. 픽에 대해 약간의 통제권을 줌으로써 운의 요소를 줄인점은 있지만, 뭐랄까... 시스템 자체가 재미 없음 - 안한글 --- 총평 : 핵심적인 건 결국 삼국지대전이며, 시대에 맞게 잘 개편한 부분도 있고 뭔가 나사 빠진 느낌도 들지만 재미는 있다. 커피 2잔 값으로 향수를 불러일으키는 데서 충분히 만족. 아예 처음 접하는 사람이 어떻게 느낄지는 잘 모르겠다.
老登题材自走棋,每局战前走格子选将领,三局对战后按双方城池血量结算胜负。兵种克制骑兵>弓兵>枪兵>骑兵循环,但克制关系的逻辑没有锁死,还有武力数值影响伤害结算,高武力也可以顶着克制关系逆伐。智力影响计策(技能)效果,高智力的技能如果合理规划释放位置会对战局产生决定性的影响。 让人不舒服的点是局中的攻城结算,体感非常拖沓,至少5倍速以上才会让玩家有正常的心流体验。另外PVE剧本电脑作弊严重,最终章只有1.7%的通关率,建议调低点难度。毕竟配队和养成都需要玩家肝,PVE逼肝又逼凹很容易劝退萌新。 PVP方面,镜像PVP没啥策略性,就是看克制放兵,真人PVP平衡比较差,某些变态英雄拿到就赢,需要进一步打磨。 总评7.5,推荐给喜欢三国题材自走棋的玩家,底子可以,战术深度也有足够的乐趣,希望未来打磨的更好。
Related
Related
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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