
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 259 reviews with recorded playtime.
Reviews
Themes across 259 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
刚看见这个游戏其实感觉有点老,不像现在的游戏,不过玩起来倒是很有意思
おもしろい。戦友対戦でリアルタイムバトルをすると、幻影戦とは違った面白さがあっておすすめ。
我受不了了,太便秘了
ゲームセンターのカードを動かして遊ぶゲームを経験していたため、類似の作品と思い購入しました。 デッキのカードがローグライクと言う割には戦略とローグライク要素いるか?という感じ。 またAuto戦闘のためキャラは動かせません。そのため戦闘も眺めるだけであり、数負けしていたり構成が悪くても自分のプレイで挽回とかもないので、ローグライク要素をこれまで遊んできてる人にはおすすめできない。 自分のカードが動かせるだけで神ゲーにはなると思いますが、現時点では構築だけがメインになるのでそういった戦う前までで勝敗が決まっている的な視点が好きな人は楽しめると思います。
游戏性、肉鸽性好评!但是策划自己玩过自己设计的PVE关卡么?游戏难度并非递增式的,往往你会发现通过率30%,4%的关卡只是中段关卡,往往就是这些个别变态关卡卡住了想体验后续心情。希望策划调整关卡难度,可以将大数据中通过率低的关卡放在最后,这样能让玩家体验更多后续因打不过变态关卡不能体验的关卡。
还算有点意思,三国牌的自走棋,价格也还行,游戏不算难,玩过其他自走棋的应该上手都很快,建议直接跳过教程
這遊戲太看人品了,自己連個2星的黃忠如果沒先編入先發隊的都得看運氣能不能在每一戰的地圖裡抽到,對方卻三星武將隨便有,好不容易靠點運氣和戰略贏了對方有三星隨便可以完虐你的第一場,第二場對方突然就又加一個三星武將根本打不動了.尤其是必須對戰玩家AI隊伍的軍師進階戰到新秀後就上不去了,因為隨便刷都是一推有三星的玩家隊伍. 電腦AI也似乎嚴重作弊,不管是計略傷害,隊伍移動佔位(玩家只有開場可以指示自己隊伍的一次方向移動,開戰之後都是靠AI自動了),電腦方每一場的好武將入手率等都比你有優勢. 武將卡即使被玩家刷到了,也因為編隊COST太低不能好好運用編造自己心儀的隊伍(目前最大好像是4星編隊值,也就是說開場最多放一個3星武將和一個1星武將,或兩個2星,或四個1星等等)之後不管是PVP或PVE開戰都有3場戰鬥,每次戰鬥前可以先走走地圖隨機抽取目前軍師所能登用到的武將,如果像我這樣人品太低抽到的都是爛將或無法配合自己目前陣營和技能發動條件的,就會玩得很自虐. 也懷疑遊戲目前有些系統還沒開放,很多道具拿了都不知道有什麼用,加上目前玩家的編隊COST上限實在是太低無法隨便用自己所喜歡的武將陣容,對戰時電腦又很會作弊,目前覺得玩得很自虐(我沒課金買DLC,所以沒有那些PTW的三星武將,也許買了就容易玩一點了吧),打了幾十場後就覺得玩法很重複又每場還得看人品得重新抽武將玩得有點膩了.還在觀望的還是在等等看之後有開放什麼新系統或玩法再決定要不要入坑吧
这个游戏最多一个星期之内有人买。一个星期之后看完评论都不会买的。现在玩游戏就是为了爽。你各种卡玩家。为了那点时长。是的。你的时长是上去了。但是有几个人玩?你做游戏是为了混时长的不是为了赚钱的?你这个游戏只要能爽。时长只有一个小时都有很多人买的。你各种卡关。卡这个卡那个。你是为了什么?你是为了别人天天操你妈?
前身のゲームが酷かったらしいので名残で酷評もあるかもしれませんが、過程に触れてない身からすると普通に面白いです。まず興味を持つのは大戦経験者が多いでしょうが、別物としてそれなりの雰囲気は味わえると思います。何せ買い切り800円でPaytoWinなしなので買って損はしません。おすすめです。
三国游戏还是得看日本,不过28元的定价倒是很不日厂。游戏的体验还是挺新鲜的,三国肉鸽卡牌和聚焦10分钟战场博弈很新奇,上手难度要比传统TCG游戏低不少,只要能基本了解场上卡牌情况和一定羁绊就能玩得开,卡面立绘很用心
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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