
A Three Kingdoms-themed tactical chess game with light strategy and easy controls. Step into the era as a strategist, use over 200 historical figures—each with unique traits and counters—to form teams, revisit key battles, and shape outcomes with your tactics.
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): 0/day in the week to Aug 19 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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

Danmo Three Kingdoms: Battle of Wits is a strategy game set in the turbulent era of the Three Kingdoms, blending traditional board game thinking with sandbox-style wargame gameplay. With straightforward rules and clear strategic depth, it offers an immersive experience of "commanding the world as on a chessboard." Here are the key features of the gameplay:

Skip the early grind and dive straight into tactical maneuvering from the moment you enter the battlefield. Leverage troop type counters, commander synergies, and terrain advantages to capture key cities within a limited number of turns—whether through a direct stronghold assault or by cutting enemy supply lines. Every deployment of your forces is a test of your wisdom and courage.

Transcend the boundaries of nations and factions to assemble your ultimate team freely. Witness Lü Bu and Guan Yu fighting side by side, or have Diaochan and the Qiao sisters unleash their charm together on the same stage. Here, you can recruit the greatest, whether for their strength or their beauty.

In Danmo Three Kingdoms: Battle of Wits, we aim not only to recreate the turbulent upheavals of the Three Kingdoms era but also to grant you the power to rewrite history. From grand alliances to lone-wolf campaigns, every conflict is born from the crucial decisions shared by the Lord and the Strategist. Whether you choose to aid a destined ruler or carve your own unique path through the chaos, we hope this work presents you with a tapestry of strategy—one to reflect upon, replay, and rethink.

The game supports online matches for up to eight players, allowing you to compete against strategists from around the world.Win battles and campaigns to unlock more Three Kingdoms heroes. Commander combinations, tactical adaptations, and timely stratagems—every move is a test of strategic wits, and every match holds the potential to reshape the outcome of the era.Win battles and campaigns to unlock more Three Kingdoms heroes.
Within the confines of the board, you script centuries of turmoil; with a single piece placed, destinies rise and fall.
Master Strategist, the war drums echo—step into the fray and claim the realm.
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We are an independent Chinese development team passionate about history and strategy games. During development, just finalizing the art style alone went through more than five iterations. For us, this process was both a series of sprints and a long-distance journey. We ran back and forth between realism and artistic expression multiple times before finally finding the path we're on now—a style that won't overwhelm you with heavy colors nor leave you unimpressed with faint lines.
It’s like a brilliant strategist in the midst of battle—not stealing the general’s spotlight, but stepping in at the key moment to bring the entire campaign to life.
The game is still in development, and we sincerely welcome your active feedback to help us keep improving. We plan to add more Three Kingdoms commanders in future updates, along with continuously developing new storylines for everyone to experience!
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
无聊至极
烂,玩个游戏还这么多限制,有回合限制也就算了,战力还有上限,那你回合制限制是为了什么?为了浪费时间吗?后期那么多强化没法用,特别是离谱的几点战力的小兵打我大部队掉一大半,你觉得合理吗?兵种克制是你这样克制的?战力差距这么大还能打这么多,你觉得很平衡?刷剧情模式赢了才给10点,那我玩他干嘛?我刷个伐董联盟不到5分钟20声望和经验,纯浪费时间!
本来想给差评的,因为之前的BUG太多。但这次更新确实把最恶心的几个点都改了。输了给经验,没了回合限制,这两点直接把游戏体验从“坐牢”变成了“享受”。虽然画面还是那个味儿,但玩起来顺手多了,适合春节在家打发时间。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese, English, Japanese*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我就想问问制作组,之前的回合限制是谁想出来的?差点毁了这个游戏。还好这次更新出了无限回合,终于能玩出点战棋的味道了,不用火急火燎地赶路。配合那种后期发力的武将,现在可以慢慢布阵,玩这种乌龟流战术才叫策略嘛。
地图大了,人多了,钱也够花了,这波更新诚意没得说。但也暴露了操作上的短板,特别是那个复活放置,真的是繁琐操作之王,一次点十几次谁受得了。还有就是截图都截不全的大地图,是不是可以考虑出个全局视角的缩放?不然总感觉在盲人摸象。
好游戏,但是玩法稍微单调了点,纯下棋游戏
必须要夸一下这个无限回合的自定义选项,以前为了赶在回合结束前打完,经常被迫冲脸导致翻车,现在终于可以安安心心玩战术穿插了。不过感觉AI在战役里还是有点让人摸不着头脑,有时候会莫名其妙送死。总体来说,这版本比刚发售那会儿完善太多,喜欢战棋的可以入了。
最初被《丹墨三国》它水墨国风人物立绘大大吸引。在保留刘关张曹等名将神韵的同时,融入了更具张力的现代表达,每张卡牌立绘都像一幅精制的收藏品,很有卡牌游戏收集的冲动。 游戏在剧情上给了很大自由。我没有一上来跟着刘关张路线走,反而一路拒绝曹刘孙等主流势力,选择帮助黄巾小人物,在乱世中书写自己的故事。这种叙事自由度,让刚接触剧情玩法的玩家带着新奇的探索感。 然而,真正进入战斗时,它的核心玩法更像一款桌面战棋。这里没有简单的战力数值碾压,有兵种相克,更有“兵力越少,行动越优先” 的独特规则。这意味着,一支受损的精锐部队,反而能获得宝贵的先手机会,实现逆转。但与之相伴的兵种克制系统(那个用“红叉”表示的克制图标)起初的理解上分不太清是克制还是被克制。 当我逐渐理解规则后,策略的快感才真正迸发。这游戏的精髓在于 战略上“博弈”与“舍弃”。你常常需要在“保全一个满编但行动迟缓的主力兵团”和“牺牲部分兵力换取另一支关键部队的先手突击权”之间做抉择。通过精密计算兵力损耗来控制行动顺序,适当使用能起到决定性影响的武将技能,会对战局产生显著影响。 游戏目前通过剧情模式、著名战役推演和联机对战提供了丰富游玩方向。策略目的性上,以及游玩乐趣到底是武将技能的特性还整体地图上调兵遣将的运筹帷幄,都需要适应一番。 总而言之,《丹墨三国》他的美术风格非常出众,如果你也能享受先进行调兵遣将的部署,再和敌人同事结算行动后果这样的战棋体验,那不放来试一试这款还在不断更新的策略游戏。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
[h1]《丹墨三国:弈》简评[/h1] 这款三国题材的战略游戏,以回合制棋盘游戏的大地图玩法,用最直接的数值比拼,通过兵力加减乘除的计算,通过玩家的智慧和谋略,实现攻城掠地、一统天下的壮志。别看游戏都是最简单的数值计算,但是如何派兵遣将、如何排兵布阵、如何部署进攻、如何使用军略等等,都是非常有策略的。因此,千万别由于本作的内政系统、战斗系统、攻城系统都非常简洁,就有挑战难度很简单的错误认知,想要成就千秋霸业,还真没有想象中的那么容易。 相较于《三国群英传》、《三国志》这两个经典的三国题材大战略游戏,《丹墨三国:弈》可谓是相当低配版本的。内政系统超级简化,养成体系相当轻度,战斗环节自动播放……总之,没有那些复杂繁琐的机制,这也就让本作上手还是相当轻松的,基本过一遍教程看完文字内容再实操一下,就欧克明白了。 那么这种战争游戏,无论规则如何,总归是需要用到一套能够决定每一场对局战斗胜负的关键机制,而本作就很直接,就是用最浅显的“战力值”来判定输赢,即参战两方军队的战力值大小。由于战斗采用自动播放,战斗期间玩家无法插手也就是坐等结束而已,这也就说明了战斗其实从触发战斗之时,就已经决定了这一场局部战斗的胜负了。玩家想要想方设法的改变这一场的结局,就得在两兵相接前的准备阶段就开始部署谋划。 别看每一回合的部署谋划,操作层面小手一动鼠标一滑,计算方面简简单单加减乘除,但是者想要实现以弱胜强的逆转、保持以势压人的顺境,那也不是摆在纸上的谈兵论法。例如, 行动:如何利用好低战力棋子优先行动的基础规则。 军略:如何在最合适的时机安排每一局游戏中只能使用一次的军略。 兵种:如何利用“骑>步>弓>骑”的克制关系排兵布阵。 进攻:如何妥善规划进攻的目标、路线等。 …… 这些全都是有策略、要脑子的,而且还不止这些,将领、地形、城池等等,也都是这加减乘除计算中的一环,在环环相扣、层层叠加的计算之下,不同的谋划和布局真就是开创不同的发展走向。 此外,玩三国题材带有战略元素之类的策略游戏,除了摧城拔寨、攻城掠地之外,收集历史文臣武将也是一大成就,看着这些人才全部都集中于自家麾下,这种成就感是极好的。遥想二十年前的时候玩《三国群英传7》,利用招募、说服、纳降等方式全搜集800余名武将,这可是比称霸全国、一统天下还要来的兴奋。那么本作《丹墨三国:弈》中,也是有武将招募的,这个招募是在游戏首页,消耗名望随机在武将池子里抽取(不会重复获取),大将63位、名将49位、神将48位,合计160位将领,数量绝对不算少的,但是咱希望还可以更多的,多来点咯。哪怕是游戏里吕绮玲、马云禄这类虚构人设,蔡文姬、甄宓这类知名人物,咱也可以有不是,毕竟游戏中不仅有大乔、小乔,还有董白、邹氏,也不差更多的角色了。 最后,如果游戏能够开放创意工坊,可以添加各种类型的MOD(功能、主题、英雄、美术等),那就更好了。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
从底子上来说是一款套着三国皮的经典战棋游戏,主打走格子以及兵种克制搭配武将技能,经典但不会出错。 以下只是我给这款游戏的一些建议: 1、剧情模式bug太多了,制作组为了做主角把御三家(孙曹刘)全都见过且有投靠机会就让他在黄巾之乱时就到处奔走,但问题是谁家好人曹操在黄巾之乱的时候就“孤来孤去”的?且不说他那个时候根本称不了孤,当时还是小人物的曹操也根本没有这么大的野心。历史上的孙曹刘三家在黄巾的时候全都是小的不能再小的小卡拉米,但是剧情上没有一点成长要素,无论是从立绘、台词语气还是什么来看都已经是是完全体(一身王霸之气的曹操我是真的无力吐槽了,还有夏侯惇在那个时候就是一个瞎了眼的立绘),然而对黄巾之乱时候那些重要的人物一点描述刻画没有(稍微提了一嘴皇甫嵩),然后没了。 2、战役模式。简陋的经济和内政系统,半年才能打开一次内政界面,每个将领的军略也只能用一次,没有冷却时间,并且还是地图炮,谁懂万里之外的某将领开个军略把我的战力减了三分之一的救赎感。剧本只有初设,进去以后完全没有剧情和各种史实的或随机事件,就是靠自己玩,三国代入感几乎为零。哦对谁告诉你“混战:众星云集”剧本里的刘备应该出生在四川的,刘备入蜀都什么时候了?更何况这个剧本年代写的是281年,是不是把181年写错了。然后诸侯讨董剧本,剧情介绍也说了各路诸侯外和而内斗终将瓦解,结果游戏里面就变成了袁绍董卓两军对垒,我诸侯呢,哦原来是变成了供袁绍使用的兵棋,一点独特的机制都不愿意做,什么粮草补给系统也没有,感觉完全不如三国志系列,完成度要高得多。能够理解作为小制作组打不过三国志或者三国全战这种大厂做的大IP,那要不就做的小而精一点架子别铺太大,凸显一点独特的玩法和机制,要不就稍微尊重一下三国的剧情线和史实,不要老犯一些低级错误,不然就完全是换皮战棋游戏了。 主要要吐槽的就这么多,制作组还是好好打磨以后再端上来让我们品鉴吧。 [code] 点击关注[url= https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
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