Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка C: мнения разделились: недовольных почти столько же, сколько довольных

Серьёзных проблем нет, минусы описаны ниже
Почему оценка C: мнения разделились: недовольных почти столько же, сколько довольных
29
5 дней назад
64.3% положительных
Русского нет · всего 4 языка
365 руб.
Минимальная цена (IsThereAnyDeal): ≈ 497 ₽
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
This game is based on the arcade-TCG games from the 2010s, which i spent tons of time on. Not sure where those went and was hoping for a PC port at some point. This game, while different, introducing a roguelite element to it for each run, does scratch a certain itch. Hopefully, the development on this game continues and we will get more cards in the future!
Comparing with Sangokushi Taisen, it has faithfully scratch that itch. These are the things that I like. 1. You can setup your deck with guaranteed cards at the start, so its not fully roguelite, but partially, after that you have some limited control over the type of cards you pull along the way to add to your deck. Combat is conducted in 3 phases of increasing armies 2. There are perks on the card thats equivalent to "repeating charge" on the arcade version (pulling the cavalry card back n forth to simulate charge, disengage, charge). There is also a perk thats equivalent to "arc sweeping" on your spears. Those are great ideas to borrow from the original game plus many other grreat perk ideas added. 3. During battle, its not like the units will only move forward, you can control the first movement of the units to move any direction you want, to a single waypoint anywhere on the battlefield, so its more control than you think. 4. Game is still at early access and look promising. Its fun and addictive, not to mention i got it at $5, well worth the price, kept me entertained for 5 hours straight on my 1st play. Some suggestions for developer 1. More choices of Gunshi 2. Any way to include "counterspell" or 反计 3. Can add the perk of Fences which are important to archers 4. What about the random trigger 1v1 duels 5. Other units or maybe sub-class units, like archers can have repeating crossbow unit, cavalry can have elephant units, heavy armoured cavalry, etc 6. Can add more perks like Taunt, Link or Defender (when unit retreats, have 2nd life staying at castle to counter against 1st siege) 7. Can carry over some unused points from Initial Deck to OPN battle card adding selection 8. Exchange/Pick-a-card from those Wine of Trust inventory items? Its quite frustrating to not unlock the card you want. Like 10 exchange 1. 9. Tutorial shouldnt force player to fight in Gunshi Chronicles before they are even ready, or maybe leave that to later on. I havent even got the chance to edit my initial deck then thrown into battle. TIPS FOR BEGINNERS: You have to change your Gunshi (Strategist) to unlock the different cards under his list (Warlord Deplyment). Its not very obvious in the tutorial
Three Kingdoms:BOND presents the Three Kingdoms era through an unusual combination of tactical army building, roguelite drafting, auto-battler combat, and competitive strategy. Developed and published by Get Wrapped Up Inc., the game focuses less on controlling warriors directly and more on making intelligent decisions before the fighting begins. Instead of rewarding fast reactions or mechanical execution, it asks players to recruit suitable officers, manage limited resources, understand unit relationships, arrange formations, and anticipate what an opposing commander is preparing. This gives the game a distinctly cerebral identity despite its relatively accessible battle format. A major part of the experience revolves around assembling an army from a large selection of illustrated Three Kingdoms warlords. Its drafting structure prevents every run from developing in exactly the same way, forcing players to make practical choices from the officers currently available rather than endlessly repeating a predetermined ideal formation. This randomness gives recruitment meaningful tension. A powerful general may be tempting immediately, but spending resources too aggressively can leave the army poorly prepared for later opportunities. Conversely, excessive saving can create weaknesses that an opponent can exploit before a long-term strategy becomes effective. The troop counter system provides a straightforward foundation for the deeper tactical mechanics. Cavalry performs well against archers, archers have an advantage against spears, and spears can counter cavalry. Learning this relationship is easy, but applying it successfully requires more than matching one symbol against another. Placement, attack ranges, intelligence statistics, special abilities, hidden threats, and ambush possibilities can influence how a formation performs. Reading the enemy deployment therefore becomes nearly as important as constructing a powerful army. A collection of individually impressive officers can still fail when positioned badly or sent against an intelligently designed counterformation. One of the game's more interesting features is its BOND system. Officers can develop useful combinations based on their affinities and abilities, encouraging players to think beyond traditional historical alliances. This makes experimentation especially important because effective partnerships do not always have to follow the political relationships associated with the Three Kingdoms period. Tactical Decrees introduce another variable capable of altering how a battle develops. Together, these mechanics make army construction resemble the creation of a strategic deck, where individual pieces become considerably stronger when incorporated into a coherent overall plan. Combat itself is automated once preparations are complete, which will either be one of the game's greatest attractions or one of its biggest limitations depending on personal preference. Players looking for direct battlefield control may find the lack of manual action restrictive. However, the automated structure reinforces the game's emphasis on command decisions. Victory is supposed to emerge from preparation, prediction, and formation quality. When a carefully constructed plan succeeds, the satisfaction comes from knowing that the outcome was largely determined by choices made before the armies collided. The relatively compact battle structure also works in the game's favor. Matches are designed to deliver strategic decision-making without requiring the enormous time commitment associated with many traditional historical strategy games. Shorter sessions make experimentation easier because an unsuccessful formation does not necessarily represent hours of lost progress. Players can identify weaknesses, reconsider unit relationships, modify their approach, and quickly return for another attempt. This structure gives Three Kingdoms:BOND the potential to appeal both to dedicated strategy enthusia…
Да: серьёзных проблем нет. Оценка GameHealth - C: мнения разделились: недовольных почти столько же, сколько довольных.
Сейчас в Steam 29 чел., в среднем за 30 дней - 22.
Нет, Steam не указывает русский язык у этой игры.
Да, в неё играют против других людей по сети.
Да, Steam Deck Playable - запускается, но что-то может потребовать настройки.
365 руб. в Steam.