$12.99Three Kingdoms Classic History as the rulebook
Govern cities, move grain and outmanoeuvre rival factions in turn-based campaigns built on the historical records, then build and share your own.
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Battles decided by terrain and timing
Every battlefield plays by its own rules. Sieges weigh walls and gates against siege engines and the pressure of encirclement. Field battles hinge on formations, maneuver and command matchups. Mountain fights such as Jieting make supply lines matter as much as the high ground: you can still camp on the mountain, but your next move had better be a good one. At sea, you and your opponent each plan a sequence of three command cards, then execute them at the same time. Even a prepared fire attack can backfire if you misread the wind. Troops, morale, weather and your officers' specialties all shape what the same order achieves.
Officers grounded in the records
The historical officers are built around the deeds and roles recorded in official histories, not the legend, so no single famous general sweeps the field. A fierce warrior leads the breakthrough, a strategist devises your schemes, an administrator keeps a city running. Before assigning anyone, you weigh specialties, temperament, loyalty and relationships. Their biographies introduce them, and offices and noble titles reward long service.
The realm behind the army
Cities need population, public order, economy and agriculture managed, with officers assigned to help them grow. Research advances your civil and military capabilities, and extended fronts stay alive on shipments and reinforcements. Conquered cities need stabilizing before their strength reaches the front. When you cannot win a fight now, change its conditions: truces, alliances, joint invasions, prisoner negotiations, or stirring up conflict between two factions so your enemy gains a second front. Frontier peoples can be befriended or brought to submission by expedition, if you can spare the troops and absorb the retaliation.

















