
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
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
武将严重不平衡
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
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
我受不了了,太便秘了
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
まず、チュートリアルが分かりにくい。 序盤こそテンポよく攻略できるものの、中盤から露骨に難易度が上がる。 攻略のためには、他カードを揃える必要がある。つまり、課金。つまり、ソシャゲ。変わってない。 楽しい部分は否定しないが、やればやるほどイライラするゲーム。
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?
玩了100小时,说点掏心窝的话吧 先报时长:目前100小时整,应该不算云玩家了吧。 再说结论:如果你喜欢自走棋、三国、Roguelike、动脑子这四个关键词里的任何一个,这游戏都值得你试试。 优点: 西P先生(三国志大战制作人)操刀的新作,底子是真的好。能看得出来他不是来随便做个换皮圈钱的,是真想把它当精品打磨。更新频率目前很勤快,而且制作组是真的听劝,群里反馈的问题很多都很快有回应,这点我特别满意。 卡牌数量算比较多吧(但是希望更多!),武将和技能搭配比前作丰富不少。虽然玩法不是三国志大战那种手操,但那股子“三国志大战的味道”特别浓,老玩家玩起来绝对能找到熟悉的感觉。 军师系统是这代的新东西,用好了是真的能翻盘,尤其是逆风局突然来一手绝地反击,爽感拉满。 前进路线规划的玩法保留下来了,布阵和走位非常考验脑力,不是无脑堆数值就能赢的游戏。 一局大概10分钟左右,节奏很舒服,碎片时间随时可以来一把,很适合我这种摸鱼党 (非常迫切需要手机版!)。 缺点(也是真心话): 立绘这块,说句实话,跟三国志大战比起来差距挺明显的。新画师加上AI辅助,画风是挺工整的,但少了那种张力和灵动感,总感觉有点“朴实”。老玩家第一眼可能容易劝退,冲击力确实不够。 不能手动操作部队,玩法更偏向自走棋。对习惯手操的老玩家来说,可能一时半会儿适应不了,这确实会劝退一部分人。 游戏还在EA阶段,内容说实话还不够丰富。单机部分很快就玩穿了,PVP排到人也看缘分。卡牌更新速度对我来说有点慢,大更新大概三个月一次,中间的空窗期容易腻。希望后续能加快新卡和模式的节奏,不然老玩家留不住,新玩家也难吸进来。 总结: 底子很好,方向也很好,制作组也用心,但现在的体量确实还不够。如果你不介意陪一款潜力股一起成长,现在入坑完全没问题。如果是冲着三国志大战的手操快感或者想上来就海量内容砸脸的,建议再等等。 总之,推荐给喜欢动脑的策略玩家,未来可期吧
三国志大战时代过来的老玩家相信大多会给予好评,虽然去除了关键性的战场操作部分,但自走棋的形式更适合新手入门,看到熟悉的卡面和技能,还是很感谢制作组能让老玩家以如此低廉的价格在PC平台圆梦。但也可能因为受原版三国志大战设定的影响,一些自走形式不必存在的功能还是有些突兀,比如撤退的时停动画,大战需要这个功能,是为了提醒玩家将卡及时回城复活,但自走并不需要,最明显的就是全灭后的攻城,真的有种畅快过程中强行便秘的感觉,还好制作组真实听取玩家建议,将于新版本进行修正。 虽然游戏定价低廉,玩家对游戏内容理应不该保有太大期待,但UI过于简陋,动画略微单薄,老玩家无可避免的会与原作对比后造成一定的落差感。另外游戏缺乏必要的正向反馈,军师的作用仅为武将池,无升级强化元素,游戏为确保肉鸽游戏性必须开放武将池,导致即使收集到新的武将也没有大战中抽卡时的兴奋和惊喜。因为开局4费的自组费用导致收集到的武将被极大限制了初始组合,同时为不造成0.5费的浪费,1.5和2.5费的卡基本不可能与2费以上的卡进行组合,这就极大限制了开场卡组,虽然游戏主打肉鸽,但个人觉得也不应直接摒弃固定组卡体现玩家策略的基本元素,建议将初始费用增加到5费,相信对于初组体验会有较大提升。 虽然游戏仍有不足,但仍推荐给所有喜爱三国志大战系列的玩家。
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
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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