
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
1
性价比还可以的三国自走棋吧,至少日厂能卖这价格确实是有点小意外了。游戏玩法和立绘也都还行,就是内容有点少,期待后续更新吧=w=
26元也就这样了吧 全是随机模式也太坑了。 玩了一会儿,感觉只要曹操和张春华就可以了,不知道获得其他的武将有什么意义……
TGC系統のゲームが好きで、三国志にも少し興味があったので始めました。 槍・弓・騎馬でのジャンケン要素や、軍略を発動するタイミングを配置によって有利を決めれる、ローグライクによるランダムでの編成など戦闘の事前準備が面白いと感じました。 しかし、戦闘が始まれば完全に見守るだけの形となるため、スキル発動ごとのテンポロスや城攻略中の三倍速での映像ももっさりしているように思います。 ・スキルの発動を弱い武将は敵味方全員同時に発動させ、強い武将は大げさすぎるほどのカットインを入れる 。 ・城殴り中は発動する予定のスキルを一気に発動させ、一撃でダメージを与えてスキップする。 ・戦闘中に手動で何かしら戦闘に関与できる要素(任意のタイミングで発動できるスキルや、戦闘中に指示を出して陣形を変える等)を取り入れる。 まだプレイして間もないので上記の感想や要望は浅い考えだと思いますが、戦闘中でのなにかしらのアップデートをして頂けると幸いです。
看我玩到几点就知道好不好玩了。
好玩
开始教学关就黑屏。。有点难绷。。跳过后好像就基本较稳定了。这价格能玩这质量游戏来说还不错。妹子立绘还是挺好看的
1、性价比可以,推荐。2、简单的生克,简单的操作,既有策略性,又比较轻松快乐。3、缺点:个人对这个风格的立绘不是太感冒,感觉有点夸张?不知道怎么表达,希望精致含蓄一些。4、攻城时,已经没有敌军了,但是强制看一个个武将显示撤退,真的没心情,浪费时间。
好玩,就是卡太少了,希望后续继续更新!
自走棋小游戏,立绘不错,价格挺便宜的,目前还没看到要内购的地方,希望保持
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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