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War of the Three Kingdoms: Kingdom Wars

War of the Three Kingdoms: Kingdom Wars Rulebook

Table of Contents

Table of Contents

  • Game Accessories
  • Goal of the Game
  • Preparation
  • Playing the Game
  • Hidden and Exposed Generals
  • Elimination
  • End of the Game
  • Perfect Pair
  • Death Match
  • Marker Cards
  • Game Variation
  • Basic Concepts
    • Distance
    • Attack Range
    • Judgement
    • Suit and Number
    • Zone
    • Passive Skills and Limited Skills
    • Use, Play and Discard
    • Events and Reaction
    • Settlement
    • Deduction of Health Point and Source of Damage
    • Dying and Elimination
    • Exposing and Concealing
  • Description of Game Cards
    • Basic Card
    • Spell Card
  • Equipment Cards
    • Weapon
    • Mount
    • Armor
  • Appendix I
    • [Obtain ... from player's zone]
    • [Lose a card]
    • [Convert...to...]
    • [Reveal]
    • [Display]
    • [Ignore]
    • [1-time Damage]
    • [1-point Damage]
    • [Viewed as]
    • [Next Player]
    • [Give]
    • [Replace]
    • [Interchange]
  • Appendix II
    • "Perfect Pair" of WEI
    • "Generals" of WEI
    • "Perfect Pair" of WU
    • "Generals" of WU
    • "Perfect Pair" of SHU
    • "Generals" of SHU
    • "Perfect Pair" of NEUTRAL
    • "Generals" of NEUTRAL
    • Perfect Pair Summary

Game Accessories

War of Three Kingdoms · Kingdom Wars has 192 cards in 5 different categories:

  • 4 "Ambitionist" cards
  • 60 General cards
  • 12 Health cards
  • 108 Game cards
  • 8 Marker cards

Goal of the Game

Player Goals are determined by the Kingdom that their Generals belong to: Shu (Red), Wei (Blue), Wu (Green) and Neutral (Grey). Players are teamed up according to the Kingdom. They need to destroy all Generals that are from different Kingdoms and win together as a team.

Special: the "Ambitionist" needs to kill all other players.

Preparation

Select a starting player: Let the youngest player start. From the second game on, the player who first got eliminated in the last game is the new starting player.

Select Generals: Deal 7 General cards per player (in a game with 9-12 players, deal 5 General cards each). Select 2 Generals with the same Kingdom and place them face down next to your Health card; this status is known as "Hidden" (see "Hidden and Exposed Generals"). The General card nearer to the Health card will be your "Main General" and the other is your "Supporting General". That is to say, your role in the game consists of 2 General cards.

Distribute Health cards: Each player has a Health card. Take the card that corresponds to the combined maximum Health Points of both General cards. There are Yin-Yang Circles on General cards. Two separate Half-Circles can form a complete Circle. Each complete Yin-Yang Circle denotes 1 Health Point. The number of complete Circles illustrates your maximum Health Point.

Note: After all your General cards have been exposed, and if there is a separate Half-Circle that cannot form a complete circle, you will obtain a "Yin-Yang" Marker. (See "Marker Cards")

Example: A Player has a General card with two complete Circles and a General card with a complete Circle plus a Half-Circle, the maximum Health Points of this Player is 3 (2+1.5=3.5, 3.5 is rounded down to 3). After he/she exposes all General cards for the first time, he/she will obtain a "Yin-Yang" Marker (for that separate Half-Circle).

Distribute Hand cards for starting the game: Shuffle the Game cards and distribute 4 cards randomly to each player as their starting hands. Place the remaining Game cards in the manner of a deck at the center of the table. The game begins!

Playing the Game

The game begins with the Starting Player, followed by other players in a counter clockwise direction.

Each player will get to play his/her turn. Once his/her turn is completed, the player on the right shall start his/her turn. Each player's turn is divided into 6 phases:

Preparation Phase → Judgement Phase → Draw Phase → Play Phase → Discard Phase → Final Phase

Preparation Phase: Some skills (from Generals) may be initiated at this phase. Your hidden General card can also be exposed (flipped face up) at this phase.

Judgement Phase: If a time-delay spell card is placed in front of you, you are required to make judgement accordingly. If there are multiple time-delay spell cards, you must make judgement in sequence starting from the last to the first time-delay spell card that was placed in front of you.

Draw Phase: Draw two cards from the top of the deck.

Play Phase: You may play any card in accordance with following rules:

  1. You may use [Attack] only once in the Play Phase.
  2. You are not allowed to place 2 cards with the same name in the judgement zone of any player.

Once a card is used, its effect will take place immediately. For details, please refer to the Description of Game Cards in the later pages. Unless otherwise stated, any game card that has been used should be placed in the discard deck. General cards with passive skills can be exposed in the Play Phase.

Discard Phase: Any player can enter the Discard Phase if he/she is unwilling or unable to use a card during Play Phase. At this point, check and make sure that the number of your hand cards does not exceed your current health points (maximum number of cards in hand is equivalent to your current health points). You will have to discard the extra cards in your hand.

Final Phase: Some skills can be initiated at this phase.

Extra Notes:

  • Drawing a card in game refers to drawing a card from the top of the Game cards deck.
  • During the game, all cards that have been used, played or discarded shall be placed together to form a discard deck. All cards in the discard deck are to be placed top facing up.
  • If there are no more cards in the Game cards deck, the discard deck should be shuffled immediately to form a new Game cards deck.
  • "Maximum Health" is not the same as "Current Health", be sure to note the difference.

Hidden and Exposed Generals

The hidden General cards do not have any skills, gender nor kingdom. When the hidden General card activates their skill, it will be exposed before the corresponding skill can be activated.

The hidden General cards can be exposed under following circumstances:

  1. during the Preparation Phase,
  2. skills of General cards being activated,
  3. during the Play Phase (only for General cards with passive skills).

Example: Guo Jia, Sima Yi, etc. can activate their skill and expose their General card after suffering damage; Ma Chao, Huang Zhong, etc. can activate their skill and expose their General card after targeting a player with an [Attack] card; Sun Quan, Gan Ning, etc. can activate their skill and expose General card during the Play Phase; Lady Zou, Zhang Fei, etc. can expose their General cards during the Play Phase because of their passive skills.

When a player exposes his/her General card and determines the Kingdom: if he/she is the first player to expose their General card in the game, he/she will obtain a "Pioneer" Marker (For details, please refer to "Marker Cards").

Unexposed General cards have got no gender, therefore no gender-related skills or weapon effects can be activated.

When a General card is exposed, the gender of the Player's role is the same as that General card's gender. When both General cards of a player are exposed, the gender of the player's role is determined as that of his/her "Main General".

Unexposed General cards do not belong to any Kingdom. His/her Kingdom will be determined after exposing the relevant General card. His/her Kingdom will be the Kingdom printed on the upper left corner of that General card, or if he/she becomes an "Ambitionist", which will be indicated by an "Ambitionist Card".

Ambitionist: When a player determines their Kingdom by exposing their General card, and the number of players of that Kingdom already exceeds half of the total number of players, he/she is then regarded as an "Ambitionist" and takes an "Ambitionist Card". If there are still Generals of the same Kingdom further exposed, they will also take on the role of "Ambitionists". The Ambitionist is a separate force, different from all the other players. He/she needs to kill all other players to be the only survivor.

Note: Ambitionists do not form a team, they are a separate force on their own.

Example 1: In a game with 6 or 7 players, when the fourth player of the same Kingdom is exposed, this player and the player exposed after him/her who also belong to the same Kingdom, will become "Ambitionists".

Example 2: In a game of 8 or 9 players, when the fifth player of the same Kingdom is exposed, this player and the players exposed after him/her, who also belong to the same Kingdom, will become "Ambitionists".

Elimination

When a player's current health point drops to 0, he/she enters into a state of "Dying" unless he/she is saved by a [Wine] from oneself, or by a [Peach] from own/other players. Otherwise, the Player gets eliminated officially and shall reveal all his/her General cards and discard all of their cards (including cards in the corresponding judgement zone). Any reward or punishment will be settled thereafter.

Reward and Punishment: If a player belonging to a certain Kingdom (i.e. he/she has at least a General card exposed and he/she is not an "Ambitionist") eliminates another player of the same Kingdom, he/she must discard all cards in hand and in equipment zone.

If a player belonging to a certain Kingdom eliminates a player belonging to another Kingdom, he/she may draw X cards (X being the number of players belonging to that Kingdom, including the player that just got eliminated).

If an Ambitionist eliminates any other player, he/she may draw three cards.

Example: When a player belonging to the "Shu" Kingdom eliminates a player belonging to the "Wei" Kingdom, at the time when there are still two other players belonging to "Wei" are still in play, that player belonging to "Shu" will draw three cards.

When an "Ambitionist" eliminates a player belonging to the "Neutral" Kingdom, regardless of how many "Neutral" Kingdom players are still in play, that "Ambitionist" will still draw three cards.

Note: If a player with no exposed General cards (i.e. with no certain Kingdom) is eliminated, his/her General cards must be exposed, so that his/her Kingdom can then be determined. If a player with no exposed General cards (i.e. with no certain Kingdom) eliminates another player, he/she will not receive any rewards or punishment.

End of the Game

When all the remaining players belong to the same Kingdom, that Kingdom wins. (Players without exposed General cards cannot win the game, even if he/she belongs to the same Kingdom as all other players that survived.) When there is only one surviving player, his/her Kingdom wins.

Perfect Pair

"Perfect Pair" refers to a special relationship between Generals based on the story of the Romance of Three Kingdoms. The names at the center right aligned area of General cards indicates the possible partners, which corresponding General can form a "Perfect Pair" with the current General card. If you are lucky enough to select 2 General cards to form a "Perfect Pair", you may obtain a Marker of "Perfect Pair" after both General cards have been exposed for the first time. (See "Marker Cards")

Card diagram key: A Kingdom · B Maximum health point · C General name · D General skill · E The name of the General(s) that forms "Perfect Pair".

Death Match

When there are only 4 or fewer players left in the game (3 or less for game with 7 or fewer players), if there is no more than 1 player with the same Kingdom in the game, the game enters into "Death Match" with the new round. Place the marker of "Death Match" in the center of the desk, indicating that the game enters into "Death Match".

  • During "Death Match", [Peach] can only be used or played as [Attack] or [Dodge], it cannot be used for recovering health points.

Note: after entering "Death Match", even if two or more players with the same Kingdom appears later, "Death Match" will not be cancelled.

Marker Cards

During the game, you can get a variety of Markers with different effects (see the rules above for details). Following are descriptions of Marker cards' effect:

  • "Yin-Yang Marker": During the Play Phase, you can discard this marker and draw a card; or during the Discard Phase, you can discard this marker to raise the upper limit of your hand cards by 2.
  • "Pioneer Marker": During the Play Phase, you can discard this marker and draw cards to make 4 hand cards and then view a General card played by another player.
  • "Perfect Pair Marker": During the Play Phase, you can discard this marker and draw 2 cards, or use this marker as [Peach].

Game Variation

Before the game starts, all players are open to discuss if the game should have a rule variation. The optional variation is as follows:

After selecting the General cards, before distributing hand cards, all players may view the "Support General" of the player on his/her right.

Basic Concepts

You will come across the following terms frequently. If you have difficulty understanding all of these terms at once, you may choose to refer to the following explanations only when you encounter them.

Distance

As illustrated, take a 6-player game as an example. At the beginning of the game, the distance between player D and C\E is 1; the distance between D and B\F is 2; and the distance between D and A is 3.

Eliminated players do not occupy a position. In other words, when any player is eliminated, players on both sides of him/her becomes adjacent.

The shortest distance between one player and another is 1; whereas the distance between himself/herself is always 0.

The distance between each player can be seen from illustration: The shortest path (calculate the number of green arrows) is determined by the distance between 2 players, regardless of the direction of travel being in clockwise or counterclockwise.

Attack Range

Every player's attack range is 1 when the game begins. You may only use an [Attack] to target a player within a distance of 1 to you. When you have acquired a Weapon card, your attack range will be adjusted accordingly.

Example: as illustrated above, after being equipped with a [Serpent Spear], player D can use [Attack] to target player A but he/she cannot use [Stealing Sheep] on A.

Judgement

The way to judge a certain skill or effect is to flip the first card from the top of the Game Card Deck. The flipped card's suit, number and name of the card can be the judgement result. The card that is being flipped is called the Judgement Card. The Judgement Card is to be placed in the Discard Deck once the judgement effects/results have been accounted for, unless otherwise stated.

When you make a judgement and flip open a Judgement Card, this card is considered as "your Judgement Card" but it does not belong to you, unless otherwise stated. Since the card does not belong to you, you will not be able lose the card.

Suit and Number

The suit and number on the top left hand corner of the Game card is frequently referenced during judgement. The color of the card refers to the color of the card's suit, namely red (hearts and diamonds) or black (spades and clubs).

Zone

Each player's playing area includes hand cards, equipment and judgement zones. Equipment and judgement zone are referred to as the battle zone as well. Hand cards and equipment zone cards belong to the player, whereas the cards in the judgement zone do not belong to anyone.

  • A. Hand cards: Cards in the hands of a player.
  • B. Judgement Zone: Time-delay spell cards are being placed.
  • C. Equipment Zone: Cards equipped by the player.

Passive Skills and Limited Skills

Passive Skills will be activated when the relevant conditions are met. These skills are permanent and is compulsory to activate once conditions are met. If the General card was remains in the concealed state, these skills cannot be activated. General cards with such skills can be exposed in the Play Phase.

Limited Skills can be used only once during the whole game.

Use, Play and Discard

Use: You are required to openly declare the card to be used, select 1 (or more) targets for it; await the results, and then finally place it into the Discard Deck.

Play: You are required to openly declare and show a card to be played, and place it in the Discard Deck thereafter.

Example 1: When you use an [Attack] card on a target and he/she responds with [Dodge], the effect of [Attack] will be offset by [Dodge].

Example 2: Both players play an [Attack] respectively during [Duel]. Every [Attack] played does not require a target to be assigned (They will not be able to produce the original effect of [Attack]).

Discard: Place the card into the Discard Deck without having to openly declare the cards you have discarded (however, you will have to place your cards with the top facing up into the Discard Deck). Unless the number of cards in your hand exceeds your current health points during the Discard Phase, you are not allowed to discard any card unless under specific situations.

Note: You can only use, play or discard your own cards.

Events and Reaction

An event refers to when a card is being used/played, when a skill is being activated or when a special situation occurs. An event can also be a reaction to and also affect other events. For instance, a [Dodge] can offset an [Attack], and a [Negation] can offset Spell cards. Such reactions should take place in sequence in a counterclockwise direction, starting from the player who is playing his/her current turn. (Players who choose not react during their chance to do so will not be allowed change their decision again)

To ensure a smooth game, it is not necessary to make detailed inquires when an event is taking place, except during important events when crucial decisions are required to be made.

Note: as a response, all skills can only be activated once, unless otherwise stated.

Settlement

Settlement is a process to determine the effects of cards and their results. Before the effect of the card takes place, any player is permitted to react or respond as long as the effect of the card is not being countered by another player, the card effect will be active. (To ensure a smooth game, it is usually not necessary to ask if someone is responding).

Deduction of Health Point and Source of Damage

Damage taken reduces a player's health points. If a card indicates that player A deals damage to player B, player A is the source of damage. For any cards other than time-delay spells (refers to description below) that deals damage to the target player, the source of the damage will be the player who played this card. The source of damage can only be a player, not a card.

Loss of life or a damage may result in deduction of health points to a player.

The sequence is: Incur Damage → Take Damage → Deduction of health points → After incurring damage → After damage taken (Dying status shall be settled in priority after deduction of health points).

Note: There is a difference between loss of life and damage taken, loss of life does not have a source. Skills or effects triggered by damage cannot be triggered by loss of life.

Dying and Elimination

For basic understanding of Dying and Elimination, please refer to "Elimination". If a player enters into the state of Dying due to damage taken, the event of Dying is be settled prior to the event of taking damage.

Example: when Xiahou Dun suffers a damage when he only has 1 health point left, all players should respond to his Dying status first; Xiahou Dun can activate his skill "Eye for an Eye" only on the condition that he is rescued by a player with [Peach].

Exposing and Concealing

The action of flipping the General card over. Exposing refers to flipping the General card to show the details of the General face up, this puts that General in an "open state". The General cards faced down are in a "concealed state".

Under normal circumstances, exposing General cards are for preparing or activating skills. For further details, please see "Hidden and Exposed Generals".

Forces

The force that a General belongs to are displayed in the top left corner, namely: "Wei", "Shu", "Wu", "Neutral". When selecting Generals, a player should select 2 Generals belonging to the same force. Generals belonging to the same force have the same targets and goals.

"Ambitionists" are a special force, they do not belong to the same force as any other forces.

"Players in the same Force" refers to non Ambitionists, and are in the same force as you.

"Players in different Force" refers to all Ambitionists and those in a different force.

Only Generals exposed can confirm which forces they belong to. Unless there are special situations in the game, concealed Generals cannot be assumed to be belonging to a certain force.

The Ultimate Principle

In the event that certain game rules are in conflict with any card, the effects and conditions of the card will prevail. In addition, conflicts among cards shall be dealt with in the following priority:

General skills > Game card effects > Basic game rules

Example: the "Berserk" skill of Zhang Fei is in conflict with the basic rule of "only one [Attack] can be used during Play Phase". In such a case, players should follow the instructions and conditions as stated on the "Berserk" skill.

Description of Game Cards

Basic Card

Basic cards are the most common cards in the game, which are provided with simple and practical functions.

Attack

  • Timing: Play Phase
  • Target: You may attack any other player within your attack range
  • Effect: Your [Attack] deals 1 damage to the target player.
  • Others: Your attack range at the start of the game is 1. You can only use 1 [Attack] during each Play Phase unless otherwise specified.

Fire Attack / Thunder Attack

  • Timing: Play Phase
  • Target: You may attack any other player within your attack range
  • Effect: [Fire Attack]: A kind of [Attack], the damage caused by this [Attack] is Fire Damage. [Thunder Attack]: A kind of [Attack], the damage caused by this [Attack] is Thunder Damage.

Dodge

  • Timing: When you start the settlement of the [Attack] that targets you
  • Target: The [Attack] that targets you
  • Effect: Offset the effect of the target [Attack].
  • Others: Under normal circumstances, [Dodge] will only be used outside your turn.

Peach

  • Timing: During Play Phase or when any player is Dying
  • Target: To be used on yourself during Play Phase or any player who is in the state of Dying
  • Effect: Target player recovers 1 health point.
  • Others: Example: any player suffering from a 3-point damage by [Lightning] is deemed to be Dying if his/her remaining health point is 2. The player can be rescued only on condition that 2 [Peach] cards are used by him/her or other players (2-3+2=1). During Play Phase, you are not allowed to use [Peach] to yourself if you are in full health.

Wine

  • Timing: 1. Play Phase; 2. When you are in state of Dying
  • Target: You
  • Effect: 1. During Play Phase, use it on yourself to strengthen your next [Attack] damage +1 (can only be used once per turn). 2. When you are in the state of Dying, use it on yourself to recover 1 health point ([Wine] cannot be used on other players).

Spell Card

A Spell card represents various spells you can use. Each spell card is marked by a "Spell" label. There are two types of spell cards: the time-delay spell cards are marked by a special hourglass symbol; the rest of the spell cards are classified under "Normal spell" cards.

Card key: A. Suit and point · B. Effect description · C. Label of card type · D. Spell name · E. Background text (has no effect on the game). Time-delay symbol (for special spells): such spells will not take effect immediately once used and will only take effect at a specific phase.

Duel

  • Timing: Play Phase
  • Target: Another player
  • Effect: Starting with the target player, he and you will take turns to play an [Attack] card. The first player that fails to play [Attack] will be the loser of the Duel. The winner deals 1 damage to the loser.
  • Others: [Duel] may possibly deal damage to oneself.

Burning Bridges

  • Timing: Play Phase
  • Target: Another player with cards in his/her zone (hand/equipment/judgement)
  • Effect: You may discard one card from his/her zone.

Stealing Sheep

  • Timing: Play Phase
  • Target: Another player within 1 physical range from you
  • Effect: You may take one card from his/her zone.
  • Others: When using [Stealing Sheep], pay attention to the Mount card in your equipment zone and the Mount card in the target player's equipment zone. Please refer to "Distance" in the Basic Concepts for the description of distance.

Raining Arrows

  • Timing: Play Phase
  • Target: All other players
  • Effect: Each target player must play a [Dodge] card, otherwise suffer 1 damage from you.

Barbarian Invasion

  • Timing: Play Phase
  • Target: All other players
  • Effect: Each target player must play an [Attack] card, otherwise suffer 1 damage from you.

Something out of Nothing

  • Timing: Play Phase
  • Target: Yourself
  • Effect: Draw 2 cards.

Brotherhood

  • Timing: Play Phase
  • Target: All players
  • Effect: Each target player recovers 1 health point.

Bumper Harvest

  • Timing: Play Phase
  • Target: All players
  • Action: Draw and expose a number of cards equal to the number of players that have not been eliminated.
  • Effect: Starting with the player who plays the card and proceeding in turn, each player selects and takes one of the exposed cards to their hands.

Borrowed Sword

  • Timing: Play Phase
  • Target: Another player (A) with a Weapon card in equipment zone
  • Action: You choose another player (B) within the attack range of A
  • Effect: A needs to use an [Attack] card against B. Otherwise, you take his weapon.
  • Others: When A uses [Attack], General skills and weapon skills can be activated as usual. B can be yourself.

Negation

  • Timing: When the target Spell card is about to take effect, or another [Negation] that is about to take effect
  • Target: Spell card
  • Effect: Use this card to cancel the effect of target Spell card on a player, or cancel the effect of another [Negation].
  • Others: When [Negation] cancels the effect of [Lightning], the [Lightning] card will not be discarded, but it will be passed onto the next player's judgement zone.

Negation (second card, with force effect)

  • Timing: When the target Spell card is about to take effect, or another [Negation] is about to take effect
  • Target: Spell card
  • Effect: Use this card to cancel the effect of target Spell card on a player or all players that belong to one force, or cancel the effect of another [Negation].
  • Others: [Negation (force)] is a kind of [Negation], likewise, it can also be cancelled by [Negation].

Iron Chains

  • Timing: Play Phase
  • Target: 1 or 2 players
  • Effect: You may tap or untap the "Support General" of their General cards. (The players with tapped (horizontally placed) "Support General" are in state of "in Chains".)
  • Others:
    • When a player in the state of "in Chains" is damaged by fire or thunder, all other players who are also in the state of "in Chains" will also be damaged by the same degree, the same source, and the same attribute (fire or thunder).
    • Even if the first damaged player gets eliminated, other players who are in the state of "in Chains" will still be damaged by this attribute.
    • Damage transmitted through the "in Chains" cannot be transmitted again.
  • Recast: During Play Phase, you may discard this card and draw a card.

Attack by Fire

  • Timing: Play Phase
  • Target: A player with at least one card in hand
  • Effect: The target player reveals a card from his/her hand. You may discard a card with the same suit as that card; if you do so, you deal 1 damage to target.

Rest and Reorganization

  • Timing: Play Phase
  • Target: Yourself and all players in the same Kingdom as you
  • Effect: Each player draw 2 cards, and then discard 2 cards.

Know your Enemy

  • Timing: Play Phase
  • Target: Another player
  • Effect: You may view one of his hidden General cards or view the whole set of target's hand cards.
  • Recast: During Play Phase, you may discard this card and draw a card.

Alliance

  • Timing: Play Phase
  • Target: A player belonging to another force
  • Effect: The target player draws one card, and then you draw three cards.
  • Others: [Alliance] can be used, only if you and the target player are determined to be in different Forces (both have exposed General cards).

Acedia

  • Timing: Play Phase
  • Target: Another player
  • Action: Place it into the judgement zone of the target player.
  • Effect: During the Judgement Phase of the target player's turn, if the judgement card does not belong to the Hearts suit, target's Play Phase will be skipped.
  • Others: If the judgement card belongs to the Hearts suit, nothing happens. [Acedia] will always be placed in the Discard Deck after the settlement.

Rations Depleted

  • Timing: Play Phase
  • Target: Another player within 1 physical range
  • Action: Place it into the judgement zone of the target player.
  • Effect: During the Judgement Phase of target player's turn, if the judgement card does not belong to the Clubs suit, his Draw Phase will be skipped.
  • Others: If the judgement card belongs to the Clubs suit, nothing happens. [Rations Depleted] will always be placed in the Discard Deck after the settlement.

Lightning

  • Timing: Play Phase
  • Target: Yourself
  • Action: Place the card in the judgement zone of the target player.
  • Effect: During the Judgement Phase of your next turn, if the judgement card is between 2-9 and belongs to the Spades suit, you will suffer a 3-point thunder damage from the [Lightning]. Otherwise, this card will be passed into the next player's judgement zone.
  • Others: The target of [Lightning] may change continuously until it is placed in the Discard Deck. If it is canceled, move it directly to the judgement zone of the next player. The damage caused by [Lightning] has no source.

Equipment Cards

Equipment cards are to be placed in your equipment zone and cannot be moved once they are being used (they won't be placed into the Discard Deck like basic cards or spell cards). The effect of an equipment card is ongoing; in other words, its effect will be permanent once used (equipped).

Weapon

Any card with the label "Equipment-Weapon" refers to the Weapon card. Weapon cards enhance your attacking capability. You can equip only one weapon card in your equipment zone at all times. If you would like to change weapon, you are required to discard your original weapon upon equipping a new one.

Card key: A. Suit and point · B. Weapon name · C. Attack range (the attack range of a weapon is the attack range of [Attack]) · D. Label of card type · E. Effect description · F. Background text.

Zhuge Crossbow

  • Attack Range: 1
  • Skill description: During Play Phase, you may use as many [Attack] cards as you wish.

Blue Blade

  • Attack Range: 2
  • Skill description: Passive Skill, after targeting a player with [Attack], you ignore the effect of target's armor.

Yin-Yang Swords

  • Attack Range: 2
  • Skill description: When you use [Attack] on a player's role of the opposite gender, target player must choose to discard a card from hand or let you draw a card.

Frost Blade

  • Attack Range: 2
  • Skill description: When your [Attack] deals damage to a player, and if that player has cards, you may prevent the damage by discarding any 2 cards of your choice from that player.

Rock Cleaving Axe

  • Attack Range: 3
  • Skill description: When your [Attack] is offset by [Dodge], you may discard 2 cards to force the target to suffer damage from your [Attack].

Serpent Spear

  • Attack Range: 3
  • Skill description: You may discard 2 cards in hand to use or play as an [Attack] card.

Two-bladed Trident

  • Attack Range: 3
  • Skill description: After your [Attack] deals damage to a target player, you may discard a card in hand and choose another player within 1 physical distance from that target player, to deal 1 damage to the chosen player.
  • Skill description: If you eliminate the target player with that [Attack], you can no longer activate the skill of [Two-bladed Trident].

Kirin Bow

  • Attack Range: 5
  • Skill description: When your [Attack] deals damage to a target player, you may discard one of target's equipped mounts.

Six Swords of Wu

  • Attack Range: 2
  • Skill description: Passive Skill, the attack range of all other players of your kingdom is increased by 1.

Feathered Fan

  • Attack Range: 4
  • Skill description: You may use your common [Attack] as [Fire Attack].

Mount

Any card provided with the label "Equipment-Mount" refers to Mount card. Mount can change distance between players.

Shadowrunner (+1 Mount)

  • When other players calculate the distance from you, they have to always + 1. (You can see it as having a defensive advantage.) Different +1 Mounts have the same effect.

Red Hare (-1 Mount)

  • When you calculate the distance from other players, you will have to always - 1. (You can see it as having an offensive advantage.) Different -1 Mounts have the same effect.

Example: using the illustration of "Distance" as an example, when player D equips a +1 Mount, the distance between player C/E and D becomes 2, the distance between B/F and D becomes 3, the distance between A and D becomes 4. However, the distance, from D's perspective remains UNCHANGED, no effect from the +1 Mount is taken into consideration.

You may place a maximum of one +1 Mount card and one -1 Mount card into your equipment zone and not two -1 Mount cards or two +1 cards (even if they have different names). If you want to change your mount, you will have to discard the original mount when equipping a new one.

Armor

Cards with the label "Equipment-Armor" refer to the Armor cards, they enhance your defense. You can only have one armor card in your equipment zone at all times. If you want to change your armor, you will have to discard the active armor before equipping a new one.

Eight Trigrams Formation

  • Whenever you need to use or play a [Dodge] card, you may perform a judgement. If the result is red, you are deemed to have used or played a [Dodge].
  • [Dodge] cards used or played by [Eight Trigrams Formation] are not used or played from your hand.
  • If the judgement result is black, you can still use or play a [Dodge] in other ways.

Nio Shield

  • Passive Skill, all black colored [Attack] cards have no effect on you.

Silver Lion Helmet

  • Passive Skill, when you are damaged, and if this damage is more than 1 point, extra damage is prevented (i.e. the maximum damage is 1). When this card leaves your equipment zone, you will recover 1 health point.

Rattan Armor

  • Passive Skill, ignores the effect of [Barbarian Invasion], [Raining Arrows] and common [Attack] targeting you. When you suffer fire damage, that damage is increased by 1.

Appendix I

[Obtain ... from player's zone]

If you are required to obtain a card from the zone of a certain player, you may choose which card and zone to obtain. However, if you are required to obtain the card from the hand of another player, you may only choose it randomly.

[Lose a card]

When a card is removed from your hand or equipment zone, it means that you have lost this card.

[Convert...to...]

Converting properties of some cards into a different type. A card will be reverted to its original properties after settlement. If you use or play multiple cards as a single card, unless these cards are of the same color, they will be deemed as not belonging to any color suit. A card's property that has been converted into something else cannot be converted again within the same settlement round.

Example: Zhao Yun, when equipped with [Serpent Spear], can use the [Attack] as [Dodge]. However, he cannot use two hand cards as [Attack] while using this [Attack] as [Dodge].

[Reveal]

An action showing a particular card to all players, and then placing it back.

[Display]

An action showing a particular card to all players. Any card shown is to be exhibited until corresponding settlement is completed.

[Ignore]

Something that has no effect on you.

[1-time Damage]

The effect of a damaging event is a 1-time Damage, no matter how many health points that damage takes.

[1-point Damage]

The amount of damage suffered from one event. One event may result in damage of multiple points. Skills that trigger "1-point of damage" can be activated multiple times.

[Viewed as]

It can be seen as an occurrence of one event or viewing certain properties of a card as another property under specific conditions. When such conditions are not met, the original property of the card will be reverted. Another property defined through "Viewed as" is not a conversion.

[Next Player]

The player on your right.

[Give]

A process used to pass a card facing down (the owner is changed). The card is to be passed facing up, if certain properties of the card are to be used.

[Replace]

Substitute the target card with a new card; the card substituted out is to be placed into the Discard Deck.

[Interchange]

Substitute the target card with a new card; you obtain the substituted card.

[Redirect]

Change the target of a card or change the bearer of certain effect(s).

[Continuous]

Execute a certain action continuously.

[Points Duel]

Both sides of the "Points Duel" place a hand card facing-down and then display at the same time; the player with the larger card number wins. Both parties must place the cards used into the Discard Deck thereafter. (You cannot initiate a "Points Duel" on yourself.)

[Remove]

Some effects will cause cards to be moved out of the game. Just put these cards aside (they may be assigned somewhere later).

[The number of health points you have lost]

This number is obtained by subtracting the current health points of the player from the maximum health points of the player, not the cumulative loss of health points during the game.

[Parallel placing]

The two General cards are placed in parallel, opposite of "stacked".

[Stacked]

Place the two General cards in an overlapping position, the "Support General" will be at the top, and the "Main General" will be at the bottom. This indicates the state of skipping the next turn. Before the next turn of this player begins, the General cards are restored to the state of "Parallel placing", and then the entire round is skipped. If the Generals are already "stacked" and gets "stacked" again, the General cards will be restored to the state of "Parallel placing". (Note: the state of "in Chains" will not be released by stacking.)

[Cancel]

Cancel a card against the target of a player, the target player is no longer the target of this card. If there are still other targets thereafter, continue to settle other targets; if the only target is canceled, place the card into the Discard Deck.

Appendix II

"Perfect Pair" of WEI

  • Cao Cao → Dian Wei: Lord; Dian Wei → Cao Cao: Bodyguard
  • Cao Cao → Xu Chu: Lord; Xu Chu → Cao Cao: (unlabelled arrow in the diagram)
  • Cao Pi ⇄ Lady Zhen: Married
  • Xiahou Dun ⇄ Xiahou Yuan: Brothers

"Generals" of WEI

  • Cao Cao — The Martial Emperor of Wei
  • Sima Yi — Watchful Wolf
  • Xu Chu — Crazy Tiger
  • Xiahou Dun — One-Eyed Demon
  • Zhang Liao — Commander of the Vanguard
  • Guo Jia — Short-lived Prophet
  • Lady Zhen — Ill-Fated Beauty
  • Cao Ren — Great General
  • Xiahou Yuan — Lightning Leopard
  • Xu Huang — Rebirth of great warrior
  • Cao Pi — Successor of the Dominant Empire
  • Dian Wei — Ancient Berserker
  • Xun Yu — Hand of the King
  • Zhang He — Clear Foreseer
  • Yue Jin — Determined to Overcome

"Perfect Pair" of WU

  • Sun Quan → Zhou Tai: Lord; Zhou Tai → Sun Quan: Lifesaver
  • Huang Gai ⇄ Zhou Yu: Friends
  • Zhou Yu ⇄ Xiao Qiao: Married
  • Xiao Qiao ⇄ Da Qiao: Sisters

"Generals" of WU

  • Sun Quan — The Young Ruler
  • Gan Ning — Pirate with Silk Sails
  • Lv Meng — A Scholar in Three Days
  • Huang Gai — Sacrificing for the Country
  • Zhou Yu — Commander-in-Chief
  • Da Qiao — Reserved Beauty
  • Lu Xun — Pillar of Heaven
  • Sun Shangxiang — Princess with a Bow
  • Xiao Qiao — Dramatic Beauty
  • Zhou Tai — 12 Scars
  • Lu Su — The Dogmatic Diplomat
  • Sun Jian — Martially Glorious Emperor
  • Taishi Ci — Loyal Warrior
  • Zhang Zhao & Zhang Hong — Brilliant Brothers
  • Ding Feng — Chief Retainer

"Perfect Pair" of SHU

  • Huang Zhong ⇄ Wei Yan: Friends
  • Liu Bei → Guan Yu: Lord & Sworn Brothers
  • Liu Bei ⇄ Zhang Fei: Lord & Sworn Brothers
  • Zhao Yun → Liu Shan: Lifesaver (when Lord's successor was an infant); Liu Shan → Zhao Yun: Lord in future
  • Liu Bei ⇄ Lady Gan: Married
  • Meng Huo ⇄ Zhu Rong: Married
  • Elder Zhuge Liang ⇄ Jiang Wei / Jiang Wan & Fei Yi: Unrevealed relationship (find in the expansion package)
  • Elder Zhuge Liang ⇄ Huang Yueying: Married
  • Younger Zhuge Liang ⇄ Pang Tong: Equally famous

"Generals" of SHU

  • Liu Bei — Ambitious Leader of Troubled Times
  • Guan Yu — Lord of the Beautiful Beard
  • Zhang Fei — Unstoppable Warrior
  • Elder Zhuge Liang — The Prime Minister who is Past his Prime
  • Zhao Yun — Tiger Prowess
  • Ma Chao — A Knight who Matches Thousand Knights
  • Huang Yueying — Veiled Heroine
  • Huang Zhong — Old but Strong
  • Wei Yan — Bloodthirsty Wolf
  • Meng Huo — Barbarian King
  • Zhu Rong — Savage Queen
  • Pang Tong — Fledgling Phoenix
  • Younger Zhuge Liang — Sleeping Dragon
  • Liu Shan — "The Lord that does not matter"
  • Lady Gan — Empress of Shu

"Perfect Pair" of NEUTRAL

  • Lv Bu → Diao Chan: Lover; Diao Chan → Lv Bu: Love & Trick
  • Yuan Shao → Yan Liang & Wen Chou: Lord; Yan Liang & Wen Chou → Yuan Shao: Loyal generals

"Generals" of NEUTRAL

  • Lv Bu — Embodiment of Force
  • Diao Chan — Dancing Princess
  • Zhang Jiao — God's General
  • Jia Xu — Cold-blooded Advisor
  • Pang De — Rider and Horse as One
  • Yuan Shao — Silver Spoon
  • Yan Liang & Wen Chou — Tiger & Wolf
  • Cai Wenji — Girl in a Strange Land
  • Kong Rong — Stern and Just
  • Lady Zou — Seductive Succubus
  • Ma Teng — Gallop through Wild West
  • Pan Feng — General of the Coalition
  • Ji Ling — Chief Commander of Yuan Shu
  • Tian Feng — Precious Talent of Hebei
  • Hua Tuo — Divine Physician

Perfect Pair Summary

WEI

  • Xiahou Dun --- Xiahou Yuan
  • Cao Pi --- Lady Zhen
  • Cao Cao --- Xu Chu
  • Cao Cao --- Dian Wei

WU

  • Da Qiao --- Xiao Qiao
  • Zhou Yu --- Huang Gai
  • Zhou Yu --- Xiao Qiao
  • Sun Quan --- Zhou Tai

SHU

  • Huang Zhong --- Wei Yan
  • Meng Huo --- Zhu Rong
  • Elder Zhuge Liang --- Huang Yueying
  • Younger Zhuge Liang --- Pang Tong
  • Elder Zhuge Liang --- Jiang Wei
  • Elder Zhuge Liang --- Jiang Wan & Fei Yi
  • Liu Bei --- Guan Yu
  • Liu Bei --- Zhang Fei
  • Liu Bei --- Lady Gan
  • Zhao Yun --- Liu Chan (printed as "Liu Chan" in this summary; elsewhere in the book the same General is "Liu Shan")

NEUTRAL

  • Yuan Shao --- Yan Liang & Wen Chou
  • Lv Bu --- Diao Chan
  • Forces
  • The Ultimate Principle
  • [Redirect]
  • [Continuous]
  • [Points Duel]
  • [Remove]
  • [The number of health points you have lost]
  • [Parallel placing]
  • [Stacked]
  • [Cancel]