
Gather your warlords. Take the realm. One-time purchase, no gacha, no pay-to-win. Unlock 100+ warlords just by playing. Build your army from random picks each match, then win through positioning and smart reads. Fast-paced PvP strategy battles, finished in just 10 minutes.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3/day in the week to Aug 14 → 2.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Three Kingdoms: BOND is a one-time purchase. There is no gacha.
All 100+ warlords can be unlocked simply by playing the game.
The Time-Saver Packs available on the store do exactly what the name suggests: they only help you unlock warlords faster. Even without purchasing them, you can still unlock every single warlord through normal gameplay.
There are no warlords exclusive to the Time-Saver Packs.
In PvP battles, every player competes under exactly the same conditions.
A competitive auto-battler with matches decided in just 10 minutes.
The roguelite element comes from recruiting warlords: each match, you build your army on the fly from a random selection of warlords.
Victory is determined by placement and outsmarting your opponent. Battles are fully automated, so it’s your decisions—not your reflexes—that make the difference.
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.
5. Playable with just a mouse!
Everything from troop deployment to recruitment can be easily controlled using only a mouse.
*Note: A keyboard is required for text input.
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 Three Kingdoms: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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 404 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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。
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
自分が感じたことをダラダラと書かせてもらいます。 大衆に向けては改善の余地があるが、刺さる人には刺さるゲームだと感じた。 ゲームの戦闘システムとしてはほぼオートバトルになった三国志大戦。 難しい操作が不必要な分、開始前の編成や配置にによって勝敗が大きく左右される。 編成部分にローグライト要素を取り入れたことで、カードゲームのデッキ構築の楽しさを多く味わえる。 武将のキャラパワーの差等で構成が似たものになりやすいのもカードゲームに触れている身からすればご愛嬌といった感じ。 長めにチュートリアルを用意してくれているが、三国志大戦や戦国大戦をプレイしていないとシステムが難しく感じてしまうかも。 武将の特徴やイメージを強めに表現した親しみやすいイラストで良き。有名武将にはCVもついており強さ以外にお気に入りの武将を見つければより楽しめそう。 導入の語り部分や武将説明のテキストも世界観や雰囲気を重視したものではなく、少し私情が滲んでいるのでは?くらいの読みやすいものになっていると感じた。 気になった点としては、 ・オートバトル過ぎてプレイヤーの介入できる場所が少ないこと 前述した通り構成が少し偏りやすく、相手の配置に合わせて並べるだけの作業感が拭えない。 一例として、折角城門1.5倍などのシステムがあるのに武将が敵武将に吸われていくため、相手の配置次第では城門狙うことすらできないのはかなりもどかしい。 ・演出等のスキップ不可によりテンポが悪い 他の人のレビューでも散見されるが殲滅後も武将の戦法発動、撤退の演出が入ることで一つ一つは短いがかなりストレス。配置した時点で自操作が何もないのでより長く感じる。 ・現状だと長くこのゲームをプレイし続ける要素が少ない 階級戦、いわゆるランクマッチを除けば武将カードをコレクションして眺めて楽しめるくらい。プレイヤーのレベルアップによって編成できるカードの種類やコストが増える、などの要素がないことは美点でもあるが成長要素が好きな自分としては少し物足りない。 長くなりましたが上記の気になった点以外は三国志好きの自分としてはかなり良かった。 三国志大戦に興味があったり元々楽しんでいた人、難しい歴史は分からないが三国志に興味がある人にはかなりオススメです。 武将テキストの内容や三国志大戦ライクなゲーム性からかなり製作者の愛というか、作りたいものを作った!を感じられたので買って良かったと思えるゲーム。
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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
Hours played at review time, across 404 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
美术风格非常不错,玩法也很有策略深度。新手教学十分详细,即使你没有玩过自走棋类型的游戏,也不用担心上手门槛这方面的问题。
内容太少,八把战役+二十二把异步直接腻了。我不明白一个军师,陈宫要五十把解锁,后面两个每人还要在前者的基础上多打二十把,尤其是游戏动画效果长得要死?单局动画长和要求局数总得去掉一个吧?既没有倍速、也无关闭动画静止效果,纯折磨来的。 以及,给重复将我还能理解,但你重复将给个道具?素材?有什么用呢?我找半个点没找到搁哪用这玩意,在角色右上角还有计数拿了多少个。 准备发评价又突然想起来还在ea,想改好评,一看日志又没有内容上的实质性更新,整得我不知道怎么评价了。 我还是太自我攻略,转念一想好评吧,原因,有点对上了电波?但从内容而言不建议入,尽管好像只要二三十,但内容确实太少太枯燥了,你哪怕dlc卖个军师包,我都还能再玩段时间,卖武将包真是不知道想做什么,恶意揣测不准备出新将,否则全势力武将包都有,出新将让人买了对应包的怎么办? 认真说好评原因:异步对战、画风不错(经典日系)、策略性上还算有点玩法、ea很大程度上包容了内容单薄 以及体验上的问题:并非肉鸽,至少我玩了三十把几乎没有随机性,蜀国,仨军师看一眼将池,然后刘备无脑带对应将池没有的两个一费将就完事了,最无脑就是孔明,进去直接司隶,6-8个蜀国标按3-3-2或者3-2-3拿就完事了,至于拿什么就看对面阵容。为什么没有随机性呢?首先蜀国标够多,足够三个选将阶段瓜分,同时蜀国将够均匀并且低费,对面玩什么都能找出来阵容打,最重要的一点,异步,猜拳你后出手怎么输?只能脑测随机,比如3*6=18个将只有六个蜀国标出了蜀将,并且刚好是那六个一费,然后在这样的情况下,剩下的12个将池也根本找不到能用的克制职业,并且对面还大成,完全丧失猜拳资格。笑:) 当然别的阵营不清楚是否也如此,因为我压根凑不出其他阵营将,前十把还能爆点新将,后二十把什么都没有,sr一大半都靠任务领的抽卡券给。当然摸着良心说,我也只差了十来个将没有,只是我已有的三个军师和将池,在我研究了会儿群雄的快攻却发现怎么配都脑测乏力、并且打战役还吃不到三星后,就懒得再研究新阵容了。
我受不了了,太便秘了
某些关你抓不到特定的组合就过不去,比如英雄激突改魏,玩家12000多次尝试,5%的通过率,敌人全是数值碾压,既然是固定关卡,就应该放开直接选人,让玩家对策。随机对战再加入随机选人。 一场不打还不让直接投降,非要我打一场。但是战斗那个墨迹啊……所以我一旦第一次选人没有选到合适的,我就直接alt+f4,重开游戏都比看完一场战斗省时间
武将严重不平衡
一进入游戏就黑屏,始终无法游玩游戏,如此恶性的BUG请尽快修复
格段に見栄えが良くなったけれど、 前作に比べ作業感が増した。成長要素が無いので一人プレイに意味の無さを強めに感じる。 カードを貰っても使い道がないので面白味が無い
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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