
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
たぶんテンポのためにエフェクトやカットインなんかを犠牲にしたんだと思いますが、さすがに淡白すぎる で、そこまでしたテンポがどうかといえば、微妙 開幕に一人づつ順番に計略名でエフェクト、計略名出てエフェクト 両社が同じタイミングで発動する計略があるとそのたびにいちいち止まるのが 正直、ゲーセンの三国志大戦の時のテンポはどこに行ったんだ?という感じ そこさえ解決すればまあ面白いゲームだと思う
三国题材的肉鸽自走棋游戏,人物立绘更接近日系风格,玩法也比较简单爽快,适合闲暇之时玩上两局
発売前から気になっていたゲームだったので、今回プレイできてとても楽しめました。三国志系のゲームは今回が初めてでしたが、武将の配置や進行ルートを考えながら戦う戦略性が高く、夢中になって遊べました。戦闘では兵種の相性がじゃんけんのような3すくみになっていて分かりやすく、それを意識して部隊を動かすのが面白かったです。攻城戦の演出も迫力があり、戦略がうまく決まって勝利できたときは大きな達成感を味わえました。初めてでも楽しみながら遊べるゲームだと感じました。
沃趣,这个价格还是日厂么,不假思索直接买了。玩着也还算不错,上手难度不算大,只需要选卡布阵即可,自动战斗不费脑。
就他妈随机恶心你。要么就全部集中一起出,要么死活不出,下班好不容易玩下游戏是给你恶心的么
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
三国志大戦好きだったので購入しました 第1印象は、武将のイラストだけは素晴らしい。それ以外は微妙 オートバトルがまったく面白くない チュートリアルプレイ中ですが コレはこれから面白くなるんですか?笑 公式には純粋な頭脳戦。己の知略のみとある…そして私のゲームに対する印象は地味。 グラフィックは古すぎるし、合戦中に拡大もできない… 軍師も選べるんですが、たった数種類からひとつを選ぶだけ。う~ん? デッキ編集してるときもカードの大きさは変えられない ソートがあればいいという事でもないと思う ゲーム本来の面白さがみあたらない 早期アクセスということでこれからに期待してます。
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。
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?
真浪费钱
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Trends
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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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