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War of the Three Kingdoms

War of the Three Kingdoms Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Preparation
  • Playing the Game
    • Extra Notes
  • Hidden and Exposed Generals
  • General Cards
  • Emperors and Masterpiece Cards
  • Elimination
    • Reward and Punishment
  • End of the Game
  • Synergy
  • Death Match
  • Tokens
  • Game Variants
  • Basic Concepts
    • Distance
    • Attack Range
  • Judgement
    • Suit and Number
    • Zones
    • Your Cards
    • Enforced and Limited Skills
    • Use, Play and Discard
    • Events and Reaction
    • Settlement
    • Deduction of HP and Source of DMG
    • Death's Door and Elimination
    • Exposing and Concealing
    • Seals
  • Factions
    • Major and Minor Factions
    • Formations (Besieging and Lineup)
    • The Ultimate Principle
  • Basic Card
    • [Strike]
    • [Fire Strike] and [Lightning Strike]
    • [Dodge]
    • [Peach]
    • [Wine]
  • Scroll Card
    • [Duel]
    • [Dismantle]
    • [Snatch]
    • [Thousand Arrows]
    • [Barbarians]
    • [Conjure]
    • [Peach Garden]
    • [Harvest]
    • [Borrowed Sword]
    • [Ward]
    • [Ward] (Kingdom)
    • [Chains]
    • [Blaze]
  • Equipment Card
    • Weapon
    • Mount
    • Armour
    • Relics
  • Appendix
    • Obtain ... from player's zone
    • Lose a card
    • Give a card
    • What counts as "Discard"?
    • Reveal
    • Card Conversion
    • Ignore
    • 1-time Damage
    • 1-point Damage
    • Viewed as
    • Next Player
    • Replace
    • Interchange
  • Synergy Pairs
  • Romance of the Three Kingdoms Summary
  • Quick-Start Guide

Components

The game contains 1 rulebook, various game tokens, 8 Area mats, plus:

  • 161 Deck Cards
    • 79 Basic
    • 31 Equipment
    • 51 Scroll
  • 160 Hero Cards
  • 5 Masterpiece Cards
  • 3 Aspirant Role Cards
  • Yin Yang Fish Tokens
  • Perfect Synergy Tokens
  • 6 Military Order Cards

Goal of the Game

In the game, each player's goals are determined by the Faction to which their Generals belong. There are five Factions: Shu (Red), Wei (Blue), Wu (Green), Qun (Grey), and Aspirant (Purple). Players, except for Aspirants, are teamed up based on their Faction. The main objective for the team players is to work together to eliminate all Generals from the opposing Factions and achieve victory as a team. On the other hand, Aspirants have a different objective—they must eliminate all other players to emerge victorious.

Preparation

➢ Select the starting player:

Randomly determine the first player. In subsequent games, the player who was eliminated first in the previous game becomes the starting player.

➢ Select Generals:

Deal 7 General cards to each player. Choose 2 Generals from the same Faction* and place them face down next to your Health tokens. This state is called "Hidden" (refer to "Hidden and Exposed Generals" for more information). The General card on the right will be your "Commander," while the other will be your "Deputy."

* Note: some Generals have dual Factions and can pair with either, but cannot be your Commander. Aspirant Generals can pair with any Faction. Emperors must be your Commander and will be Exposed immediately on their player's first turn.

➢ Distribute Health Tokens:

Each player has Health Tokens. Take an amount that corresponds to the combined maximum Health Points of both General Cards. The General Cards feature Yin-Yang Circles, and when two separate Half-Circles come together, they form a complete Circle. Each complete Yin-Yang Circle represents 1 Health Point. The number of complete Circles indicates your maximum HP. If your General has a minus-sign Yin-Yang icon (a "−" followed by a Yin-Yang half-circle) on their skill and they are eligible for that skill, consider that change effective immediately and reduce your starting max HP (even though you are still Hidden).

Note: Once all your General Cards have been exposed, if there is a separate Half-Circle that cannot form a complete circle, you will receive a "Yin-Yang Fish" Token.

Example: A player has a General Card with two complete Yin-Yang circles and a General Card with one complete circle and one separate half-circle, the maximum HP for this player is 3 (2 + 1.5 = 3.5, rounded down to 3). After exposing all General Cards for the first time, they will obtain a "Yin-Yang Fish" Token for that separate Half-Circle.

Guan Yu + Liu Bei = Synergy

Male

2.5 HP + 2 HP = 4 HP + FISH

➢ Distribute Hand Cards for starting the game:

Shuffle the Game Cards and randomly distribute 4 cards to each player as their starting hands. Place the remaining Game Cards in a single deck at the center of the table (do not shuffle unless a card specifically calls for it). The game begins!

Playing the Game

The game begins with the Starting Player and proceeds in a counter-clockwise direction. Each player takes their turn, which is divided into 6 phases:

Preparation → Judgement → Draw → Action → Discard → End

Preparation Phase: Some skills from Generals may be activated during this phase. You can also choose to expose your hidden General Card by flipping it face up.

Judgement Phase: If you have any time-delay scroll cards placed in front of you, you must make judgements based on their effects. If there are multiple time-delay scroll cards, resolve them starting from the most recently placed card.

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

Action Phase: During this phase, you can play cards according to the following rules:

  1. You may use [Strike] only once in this phase.
  2. You may not place two cards with the same name in the Judgement zone of any player.

Once a card is played, its effect takes place immediately. Refer to the Description of Game Cards for detailed explanations. Unless stated otherwise, used game cards should be placed in the Discard Deck.

General Cards with Enforced Skills can be exposed during the Action Phase.

Discard Phase: If you choose not to or are unable to play a card during the Action Phase, you can enter the Discard Phase. Ensure that the number of cards in your hand does not exceed your current HP (maximum number of hand cards equals your current HP). Discard any extra cards from your hand.

End Phase: Some skills can be activated during this phase.

Extra Notes

  • Drawing a card means taking the top card from the Game Cards Deck.
  • Throughout the game, all used, played, or discarded cards should be placed face-up to form the discard deck.
  • If the Game Cards Deck is empty, immediately shuffle the discard deck to form a new Game Cards Deck.
  • "Max HP" is different from "Current HP".

Hidden and Exposed Generals

Hidden General Cards do not possess any skills, gender, or Faction. When a hidden General Card's skill is activated, it must be exposed before the corresponding skill takes effect.

Hidden General Cards can be exposed under the following circumstances:

  1. During the Preparation Phase.
  2. When specific skills of General Cards are activated.
  3. Only General Cards with Enforced Skills can be exposed during the Action Phase.

Examples:

  • Guo Jia, Sima Yi, and others can activate their skill and expose their General Card after suffering DMG;
  • Ma Chao, Huang Zhong, and others can activate their skill and expose their General Card after targeting a player with a [Strike] card;
  • Sun Quan, Gan Ning, and others can activate their skill and expose their General Card during the Action Phase;
  • Lady Zou, Zhang Fei, and others can expose their General Cards during the Action Phase due to their Enforced Skills.

When a player exposes their General Card and determines their Faction, if they are the first player to do so in the game, they will receive a "Pioneer" Token.

Unexposed General Cards do not have a gender, and therefore, gender-related skills or weapon effects cannot be activated. When a General Card is exposed, the player is considered to have the gender of that General. If both General Cards are exposed, the player is considered to have the Commander's gender.

Unexposed General Cards do not belong to any Faction. Their Faction is determined after exposing the relevant General Card. The Faction is based on the Faction printed on the upper-left corner of that General Card, unless they become an Aspirant.

Some General Cards have two Factions listed in the upper-left corner, and the Faction may remain ambiguous until the game reaches its end-state. At that point, the player must reveal their Faction.

Aspirant: When a player exposes their General Card and the number of players in that Faction already exceeds half of the total number of players, that player is considered an Aspirant and takes an "Aspirant" Card. Subsequent players attempting to join this Faction will also become "Aspirants." Aspirants are a separate force, distinct from all other players. Their objective is to eliminate all other players and be the sole survivor. Note that Aspirants do not form a team; they are an independent force.

Example: In a game with 6 or 7 players, when the fourth player of the same Faction exposes their General Card, both that player and any subsequent player of the same Faction who exposes their General Card will become "Aspirants."

General Cards

[The source contains a layout diagram of a General card here, labelling: HP; Faction; Name; Synergistic Partner; Skill Name; Limited Skill; Fleeting Skill; Tactical Skill. Diagram only, no further text.]

Emperors and Masterpiece Cards

[The source contains a layout diagram of a Masterpiece card here, labelled "Masterpiece Name". Diagram only.]

Emperors:

  • Must be your commander and reveal at the start of their first turn.
  • Prevent players in their Faction becoming Aspirants.
  • On death, cause all players in their Faction to become Aspirants.

Elimination

When a player's current HP drops to 0, they enter "Death's Door." Unless they are saved by a [Wine] card played by themselves or a [Peach] card played by themselves or other players, the player is eliminated. They must reveal all of their General Cards and discard all of their cards, including those in their Judgement Zone. This is followed by the Reward and Punishment phase.

Reward and Punishment

If a player, known to belong to a certain Faction, eliminates another player of the same Faction, they must discard all cards in their hand and equipment zone.

If a player belonging to a certain Faction eliminates a player belonging to a different Faction, they may draw X cards, where X is the number of players belonging to the Faction of the eliminated player, including the eliminated player.

If an Aspirant eliminates any other player, they may draw 3 cards.

Example: If a player belonging to the "Shu" Faction eliminates a player belonging to the "Wei" Faction, while there are still two other players belonging to "Wei" in play, the player belonging to "Shu" draws three cards.

Note: If a player with no exposed General Cards (i.e., with no certain Faction) is eliminated, their General Cards must be exposed to determine their Faction. If a player with no exposed General Cards eliminates another player, they do not receive any rewards or punishment.

End of the Game

The game ends under the following conditions:

  1. When all the remaining players belong to the same Faction, that Faction is declared the winner. Note that players without exposed General Cards cannot win the game, even if they belong to the same Faction as all other surviving players.
  2. When there is only one surviving player left, their Faction is declared the winner.

Synergy

"Synergy" represents a special relationship between Generals, inspired by the story of the Romance of the Three Kingdoms. The names located in the center-right aligned area of General Cards indicate the potential partners, if any, with whom they can form a "Synergy" pairing.

If you are fortunate enough to have selected 2 General Cards that possess "Synergy," you may receive a "Synergy" Token once both General Cards have been exposed for the first time.

...

Insert example cards, such as Xiahou Dun and Xiahou Yuan …

[Transcriber note: the two lines above, "..." and "Insert example cards, such as Xiahou Dun and Xiahou Yuan", are editor placeholder text printed in the source rulebook, not rules. They are kept as printed. No example cards appear in the source at this point.]

Death Match

When there are only 4 or fewer players remaining in the game (3 or fewer for a game with 7 or fewer players), and no more than 1 player shares the same Faction, the game enters into a "Death Match" state at the end of the next End Phase.

  • During the "Death Match," the [Peach] card can only be used or played as [Strike] or [Dodge], and it cannot be used to recover HP.

Note: Once the game enters the "Death Match" state, even if two or more players with the same Faction appear later, the "Death Match" state will not be cancelled.

Tokens

Throughout the game, you will come across various Tokens that have different effects. Here is a description of each Token and its corresponding effects:

"Yin-Yang Fish": During the Action Phase, you have the option to discard this Token in order to draw a card. Alternatively, during the Discard Phase, you can discard this Token to increase your hand size by 2.

"Pioneer": During the Action Phase, you can discard the "Pioneer" Token to draw cards until you have 4 cards in your hand, and then view another player's General Card.

"Synergy": During the Action Phase, you can discard the "Synergy" Token to draw 2 cards. Alternatively, you can use this Token as a [Peach] card.

Game Variants

Before the game begins, all players have the opportunity to discuss and agree upon any rule variations they would like to incorporate. One optional game variant is as follows:

"Deputy Preview": After selecting the General Cards, and before distributing hand cards, all players are allowed to view the "Deputy" General Card of the player on their right. This provides additional information and strategic insight before the game starts.

Please note that this variant is optional and should be agreed upon by all players before implementing it.

Basic Concepts

Here are explanations for the basic concepts you will frequently encounter in the game:

Distance

Distance refers to the number of arrows or positions between two players. It is calculated as the shortest path, regardless of the direction (clockwise or counter-clockwise). Eliminated players do not occupy a position, and players on both sides of an eliminated player become adjacent. The shortest distance between two players is 1, and the distance to oneself is always 0.

[Diagram: a six-player table with seats A to F. Caption text: "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 D/F is 2; and the distance between D and A is 3.

Attack Range

Each player starts with an attack range of 1. A [Strike] card can only target a player within a distance of 1 from the attacker. Equipping certain Weapon Cards can modify the attack range.

Example: as illustrated above, after equipping a [Serpent Spear], player D can use [Strike] to target player A, but cannot use [Snatch] on A.

Judgement

Judgement involves flipping the top card from the Game Card Deck to determine the result of a skill or effect. The suit, number, and name of the flipped card determine the judgement result. The Judgement Card is placed in the Discard Deck after resolving the judgement effects, unless stated otherwise.

When you make a judgement and flip over a Judgement Card, this card is considered "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 to lose the card.

Suit and Number

The Suit and Number on the top left hand corner of a Game Card are frequently referenced during judgement. The colour of the card refers to the colour of the card's suit, namely red ♥ & ♦ or black ♠ & ♣.

Zones

Each player has their own play area, which includes hand cards, Equipment Zone (containing a weapon zone, a protection zone, 2 mount zones and a relic zone), and Judgement Zone. Hand cards and Equipment Zone cards belong to the player, while the cards in the Judgement Zone do not belong to anyone.

Your Cards

A players cards consists of all cards in their play area except for their judgement zone, which belong to nobody.

[Diagram: player play area showing Judgement Zone, Masterpiece Card, Weapon, Armour, -1 Mount, +1 Mount, Relic, Deputy and HP Pool zones.]

Enforced and Limited Skills

Enforced Skills will be activated when specific conditions are met and are mandatory to use. If the General Card 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 only be used once during the entire game.

Use, Play and Discard

Use: refers to openly declaring a card to be used, selecting targets if applicable, and then placing it into the Discard Deck.

Play: refers to openly declaring and showing a card that is played, and then placing it in the Discard Deck.

Example 1: When you use a [Strike] card on a target and they respond with [Dodge], the effect of [Strike] will be offset by [Dodge].

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

Discard: refers to placing a card on top of the Discard Deck face-up. You cannot freely discard cards except under specific conditions.

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 be a reaction to events, and also affect other events. For instance, a [Dodge] can offset a [Strike], and a [Ward] can offset Scroll Cards. Reactions take place in a counter-clockwise sequence, starting from the player whose turn it is. Once a player chooses not to react, they cannot change their decision later.

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

Settlement

Settlement is the process of determining the effects and results of cards. Players can react or respond before the card's effect takes place unless it is countered by another player. It is usually not necessary to ask if someone is responding to ensure a smooth game.

Deduction of HP and Source of DMG

Damage (DMG) taken reduces a player's Health Points (HP). If a card indicates that player A deals DMG to player B, player A is the Source of DMG. For any cards other than time-delay scrolls (refer to description below) that deal DMG to the target player, the source of DMG will be the player who played this card. The source of DMG can only be a player, not a card.

"Loss of Life" or "DMG" may result in deduction of HP from a player.

[Flow diagram: Incur DMG → Take DMG → Deduct HP → After Incurring DMG / After Taking DMG. Note: Death's Door status shall be settled in priority after Deducting HP.]

There is a difference between "Loss of Life" and "DMG Taken". Loss of Life does not have a source. Skills or effects triggered by DMG cannot be triggered by Loss of Life.

Death's Door and Elimination

"Death's Door" occurs when a player's HP reaches 0. They can be eliminated if not saved by certain cards. The "Death's Door" event must be settled before resolving effects triggered by the DMG.

Example: when Xiahou Dun suffers DMG when he only has 1 HP left, all players should respond to his "Death's Door" status first; Xiahou Dun can activate his skill only on the condition that he is rescued by a player with [Peach].

Exposing and Concealing

Exposing refers to flipping the General Card to reveal its details, putting the General in an "open state." Concealing refers to keeping the General Card face-down, in a "concealed state." Under normal circumstances, exposing General Cards is done to prepare or activate skills. For more details, please refer to the section on "Hidden and Exposed Generals."

Seals

There are three different types of Seal, which appear at the top-right of Deck Cards:

  • Kingdom Seal: only found on [Ward]s, this signifies that this is a Kingdom Ward, and the difference is described in the text of the card.
  • Delay Seal: only found on Scroll cards to signify that the card is a Delay Scroll Card and should be placed in the Judgement Zone of a Player.
  • Unity Seal: once per any Player's Action Phase, if the player has a Faction, they may give up to 3 hand cards with a "Unity" Seal to another player who is not an Ally. If that player is an Enemy, the current player draws cards equal to the number of cards they gave away.

Factions

Each General belongs to a specific Faction, indicated in the top-left corner of the General Card. The Factions are "Wei", "Shu", "Wu", "Qun" and "Asp." When selecting Generals, a player should choose two Generals from the same Faction, or from any Faction in combination with "Asp". Generals from the same Faction share the same targets and goals.

"Aspirants" are a special Faction and do not belong to any other Faction. If you have an "Asp" General, the following rules apply:

  • They can only be your Commander.
  • They can pair with any Kingdom.
  • When revealed, the player immediately becomes an "Aspirant."
  • While only the Deputy is revealed, the player is treated as being in the Deputy's Faction (unless it is a dual-Faction hero, in which case you must immediately declare yourself an Aspirant). When the game ends, you must reveal your true Faction, and the game continues.
  • When an "Aspirant" General is revealed, the player gains an "Aspirant" Token which can be treated as a "Yin-Yang Fish" or "Synergy" Token.

"Allies" refer to yourself and non-Aspirants in the same Faction, while "Enemies" refer to Aspirants and those from a different Faction.

Only exposed Generals can confirm their Faction, and concealed Generals cannot be assumed to belong to a specific Faction unless there are special circumstances in the game.

Major and Minor Factions

Unless all Factions have the same number of players, it is possible to identify Major and Minor Factions.

The Faction with the most players is the "Major Faction"; if more than one Faction has the most players, they are both considered the "Major Faction".

All other Factions are considered "Minor Factions".

When there is no identifiable Major or Minor Faction:

  • Nobody can use [Puppet Emperor] or [Cooperation].
  • Ignore the "at least 2" condition of [Jade Seal].

Formations (Besieging and Lineup)

Some Generals have abilities which refer to "Besieging" and "Lineup".

If an Enemy player has you and one of your Allies adjacent to them, they are "Besieged" by you both. If you and any number of your Allies are sat adjacent to one another, you are considered in a "Lineup".

For some Generals, this ability will be labelled a Tactical Skill. This has the added effect that you can perform a "Faction Summon" before triggering the effect(s). This means that any player can declare that they are a member of your Faction by revealing one of their General Cards.

[Diagram: "Lineup" and "Besieged" illustration.]

The Ultimate Principle

In cases where game rules conflict with card effects, the effects and conditions of the card take precedence. When conflicts arise between different cards, the following priority is used:

General Skills > Game Card Effects > Basic game rules

Example: the skill of Zhang Fei contradicts the basic rule of "only one [Strike] can be used during the Action Phase". In such a case, players should follow the instructions and conditions as stated on the skill.

Basic Card

Basic Cards are the most common type of card in the game, which provides simple and practical functions.

[Strike]

Timing: Action Phase

Target: Any other player within your attack range

Effect: Deals 1 DMG to the target player.

Notes:

  • Your attack range at the start of the game is 1.
  • You can only use 1 [Strike] during each Action Phase unless otherwise specified.

[Fire Strike] and [Lightning Strike]

Timing: Action Phase

Target: Any other player within your attack range

Effect: [Fire Strike]: A type of [Strike] that deals Fire DMG. [Lightning Strike]: A type of [Strike] that deals Lightning DMG.

[Dodge]

Timing: When you start the settlement of a [Strike] that targets you

Target: The [Strike] that targets you

Effect: Negates the effect of the target [Strike].

Notes:

  • Under normal circumstances, [Dodge] will only be used outside your turn.

[Peach]

Timing: During Action Phase or when any player is at Death's Door

Target: Yourself during Action Phase

Effect: Restores 1 HP to the target player.

Notes:

  • Example: If a player's current HP is 2 and they suffer 3 points of DMG from [Lightning], they are now at Death's Door and can only be rescued if 2 [Peach] cards are used on them (2 HP - 3 DMG + 2 HP = 1 HP).
  • During the Action Phase, you cannot use [Peach] on yourself if you are already at full HP.

[Wine]

Timing: Action Phase or when you are at Death's Door

Target: Yourself

Effect: When used during the Action Phase, strengthens your next [Strike] by adding +1 to the DMG (can only be used once per turn). When used on Death's Door, recovers 1HP (cannot be used on other players).

Notes:

  • Your attack range at the start of the game is 1.
  • You can only use 1 [Strike] during each Action Phase unless otherwise specified.

Scroll Card

A Scroll Card represents one of the variety of special effects you can use. Each scroll card is marked with a "Scroll" label at the lower-left. There are two types of scroll cards: "Standard" and "Time-Delay".

A) Suit and Number. B) Effect Description. C) Label of card type. D) Scroll Name.

[Duel]

Timing: Action Phase

Target: Another player

Effect: Starting with the target player, players take turns playing [Strike] cards. The first player to fail to play a [Strike] loses the [Duel]. The winner deals 1 DMG to the loser.

Notes:

  • [Duel] may possibly deal damage to oneself.

[Dismantle]

Timing: Action Phase

Target: Another player with cards in their zone (hand / equipment / judgement)

Effect: You may discard one card from their play area.

[Snatch]

Timing: Action Phase

Target: Another player within 1 distance from you

Effect: You may take one card from their zone.

Notes:

  • Pay attention to the Mount Cards in both your and the target player's equipment zones when using [Snatch]. Refer to the "Distance" in the Basic Concepts.

[Thousand Arrows]

Timing: Action Phase

Target: All other players

Effect: Each target player must play a [Dodge] card. If they fail to do so, they suffer 1 DMG from you.

[Barbarians]

Timing: Action Phase

Target: All other players

Effect: Each target player must play a [Strike] card. If they fail to do so, they suffer 1 DMG from you.

[Conjure]

Timing: Action Phase

Target: Yourself

Effect: Draw 2 cards.

[Peach Garden]

Timing: Action Phase

Target: All players

Effect: Each target player recovers 1 HP.

[Harvest]

Timing: Action Phase

Target: All players

Action: Draw and expose a number of cards equal to the number of players that have not been eliminated.

Effect: Each player, starting with the player who played the card and proceeding in turn, selects and takes one of the exposed cards to their hand.

[Borrowed Sword]

Timing: Action Phase

Target: Another player (A) with a Weapon Card in their equipment zone

Action: You choose a different player (B) within the attack range of (A).

Effect: (A) must use a [Strike] card against (B). If they fail to do so, you take their weapon.

Notes:

  • When (A) uses [Strike], General skills and weapon skills can be activated as usual.
  • (B) can be yourself.

[Ward]

Timing: When the target Scroll Card is about to take effect, or another [Ward] is about to take effect.

Target: Scroll Card

Effect: Use this card to cancel the effect of the target Scroll Card on a player, or cancel the effect of another [Ward].

Notes:

  • When [Ward] cancels the effect of [Lightning], the [Lightning] card is not discarded but passed onto the next player's judgement zone.

[Ward] (Kingdom)

Timing: When the target Scroll Card is about to take effect, or another [Ward] is about to take effect.

Target: Scroll Card

Effect: Use this card to cancel the effect of target Scroll Card on a player or all players belonging to one Faction, or to cancel the effect of another [Ward].

Notes:

  • [Ward (kingdom)] is a kind of [Ward], so likewise it can also be cancelled by [Ward].

[Chains]

Timing: Action Phase

Target: 1 or 2 players

Effect: You may tap (turn horizontal) or untap the "Deputy" of their General cards, putting them in a "Chained" state.

  • When a player in the "Chained" state is damaged by Lightning or Fire, all other players who are also in the "Chained" state will also be damaged to the same degree, from the same source, and the same attribute (Lightning or Fire).
  • Even if the first damaged player gets eliminated, other players who are in the "Chained" state will still be damaged by this attribute.
  • Damage transmitted through "Chained" cannot be transmitted again.

Reforge: During the Action Phase, you may discard this card and draw a card.

[Blaze]

Timing: Action Phase

Target: A player with at least one card in hand

Effect: The target player reveals a card from their hand. You may discard a card with the same suit as that card. If you do so, you deal 1 Fire DMG to that target.

[Recuperate]

Timing: Action Phase

Target: Yourself and all players in the same Faction as you

Effect: Each player draws 2 cards, and then discards 2 cards.

[Know Thy Enemy]

Timing: Action Phase

Target: Another player

Effect: You may view one of their hidden General Cards or view all of their hand cards.

Reforge: During the Action Phase, you may discard this card and draw a card.

[Alliance]

Timing: Action Phase

Target: A player belonging to another Faction

Effect: The target player draws 1 card, and then you draw 3 cards.

Notes:

  • [Alliance] can be used only if you and the target player are exposed as being in different Factions.

[Apathy]

Timing: Action Phase

Target: Another player

Action: Place it into the judgement zone of target player.

Effect: During the Judgement Phase of the target player's turn, if the judgement card does not belong to the Hearts suit, the target's Action Phase will be skipped.

Notes:

  • If the judgement card belongs to the Hearts suit, nothing happens.
  • [Apathy] will always be placed in the Discard Deck after settlement.

[Starvation]

Timing: Action Phase

Target: Another player within 1 distance

Action: Place it into the judgement zone of target player.

Effect: During the Judgement Phase of the target player's turn, if the judgement card does not belong to the Clubs suit, target's Draw Phase will be skipped.

Notes:

  • If the judgement card belongs to the Clubs suit, nothing happens.
  • [Starvation] will always be placed in the Discard Deck after settlement.

[Lightning]

Timing: Action Phase

Target: Yourself

Action: Place it into 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 3 Lightning DMG from the [Lightning]. Otherwise, this card will be passed into the next player's judgement zone.

Notes:

  • The target of [Lightning] may change continuously until it is placed into the Discard Deck. If it is cancelled, move it directly to the judgement zone of the next player.
  • The DMG caused by [Lightning] has no source.

[Arson]

Timing: Action Phase

Target: All players in a (Lineup) formation with the next player

Effect: Deal 1 Fire DMG to each target.

[Banquet]

Timing: Action Phase

Target: Yourself and all players in another faction in play

Effect: For each player in that faction, you choose to heal 1HP or draw 1 card. Then order each player in that faction to draw 1 card.

[Cooperation]

Timing: Action Phase

Target: All players in all major factions or all minor factions

Effect: Order each chained target to draw 1 card. Then, chain all targets.

Reforge: During the Action Phase, you may discard this card and draw a card.

[Diversion]

Timing: Action Phase

Target: Up to two players

Effect: Until the end of this turn, all targets do not count towards distance or position, and cannot use or be targeted by cards.

[Flood]

Timing: Action Phase

Target: Another player with card(s) in their equipment zone

Effect: Force the target to choose:

  1. Discard all cards in their equipment zone.
  2. Take 1 Lightning DMG from you.

[Puppet Emperor]

Timing: Action Phase

Target: Yourself, if you're in a major faction

Effect: End your Action Phase. If you do, at the end of this turn's Discard Phase, you may discard 1 hand card to take a turn after this one.

Equipment Card

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 scroll 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 a Weapon Card. Weapon cards enhance your striking capability. You can only equip one weapon card in your equipment zone at a time, and if you want to change your weapon, you must discard your current weapon before equipping a new one.

Zhuge Crossbow (Attack Range: 1). Skill Description: During the Action Phase, you may use as many [Strike] cards as you wish.

Blue Steel Blade (Attack Range: 2). Skill Description: Enforced Skill - after targeting a player with [Strike], you ignore the effect of the target's armour.

Dual Swords of the Lovebirds (Attack Range: 2). Skill Description: When you use [Strike] on a player of the opposite gender, the target player must choose to discard a card from hand or let you draw a card.

Blade of Frost (Attack Range: 2). Skill Description: When your [Strike] 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 [Strike] is offset by [Dodge], you may discard 2 cards to force the target to suffer DMG from your [Strike].

Kirin Bow (Attack Range: 5). Skill Description: When your [Strike] deals DMG to a target player, you may discard one of the target's equipped mounts.

Serpent Halberd (Attack Range: 3). Skill Description: You may discard 2 cards in hand to play as a [Strike] card.

Sparrow Feather Fan (Attack Range: 4). Skill Description: You may use your common [Strike] as [Fire Strike].

Trident Glaive (Attack Range: 3). Skill Description: After your [Strike] deals DMG to a target player, you may discard a card in hand and choose another player within 1 distance of that target player, then deal 1 DMG to the chosen player.

Note: if you eliminate the target player with that [Strike], you can no longer activate the skill of [Trident Glaive].

Six Swords of Wu (Attack Range: 2). Skill Description: Enforced Skill - the attack range of all other players in your Faction is increased by 1.

Green Dragon Crescent Blade (Attack Range: 3). Skill Description: Enforced Skill - After choosing target(s) with [Strike], all targets cannot reveal heroes until this [Strike] resolves.

Dragon & Phoenix (Attack Range: 3 as printed in the skill text; the card's own attack range badge reads 2 in the page image). Skill Description: After choosing target(s) with [Strike], you may force each target to discard 1 card. When a player enters Death's Door, it it's due to DMG from your [Strike], you may obtain 1 of their hand cards.

Mount

Mount cards are equipment cards that can change the distance between players. There are two types of mount cards: +1 Mount and -1 Mount. Here's how they affect the distance calculation:

+1 Mount (example card: Black Omen)

  • When other players calculate the distance from you, they always add 1 to the distance.
  • It provides a defensive advantage for you.
  • Different +1 Mounts have the same effect.

-1 Mount (example card: Red Hare)

  • When you calculate the distance from other players, you always subtract 1 from the distance.
  • It provides an offensive advantage for you.
  • Different -1 Mounts have the same effect.

Example: consider the illustration of "Distance". 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, from player D's perspective, the distance remains unchanged, and the effect of the +1 Mount is not taken into consideration.

It's important to note that you can only place a maximum of one +1 Mount card and one -1 Mount card in your equipment zone. You cannot have two -1 Mount cards or two +1 Mount cards, even if they have different names. If you want to change your mount, you need to discard the original mount before equipping a new one.

Armour

Armour cards are equipment cards that enhance your defense. You can only have one armour card in your equipment zone at a time. If you want to change your armour, you must discard the active armour before equipping a new one.

Eight Trigrams Formation (2). 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.

Renwang Shield (2). Enforced Skill: all black coloured [Strike] cards have no effect on you.

Helm of the Silver Lion (2). Enforced Skill: when you are damaged, and if this DMG is more than 1 point, the extra DMG is prevented (i.e. the maximum DMG is 1). When this card leaves your equipment zone, you will recover 1HP.

Wooden Armor (2). Enforced Skill: ignores the effect of [Barbarians], [Volley] and common [Strike] cards targeting you. However, when you suffer Fire DMG, the DMG is increased by 1.

Mirror Armor (2). When you take DMG, if the DMG taken is not lower than your current HP, you may discard this card from the equipment zone to prevent that DMG.

Radiant Bronze Mail (2). Enforced Skill:

  • When you become a target of [Arson], [Blaze], or fire [Strike], remove yourself as a target.
  • If you're in a minor faction, you cannot become chained.

Taiping Scriptures. Enforced Skill:

  • When you take elemental DMG, prevent this DMG.
  • Gain 1 max hand size for each Ally alive.
  • After this card leaves your equipment zone, lose 1 HP, then draw 2 cards.

It's important to note that the effects of Armour cards are ongoing and provide defensive benefits while equipped. However, if the card is removed from your equipment zone, either by choice or through an effect, the benefits will no longer apply.

Relics

Relics are rare pieces of equipment which have unconventional effects.

Jade Seal. Effect: Enforced Skill: If you have a faction:

  1. Your faction is the only major faction. All other factions are treated as minor factions.
  2. Draw Phase: Draw 1 additional card.
  3. Start of Action Phase: You are treated as using a [Know Thy Enemy].

Luminous Pearl of Order. Effect: Enforced Skill: If you don't have the skill (Sun Quan), you are treated as having that skill. Else, modify your : "up to X cards" → "any # of cards".

Wooden Cow. Effect: Start of Action Phase: if there's fewer than 5 cards on this card, you may place 1 hand card on this card, then you may move this card to another empty relic zone.

  • You may use/play cards on this card as if they're hand cards.
  • After this card leaves your equipment zone, unless it is moved to another empty relic zone, discard all cards on this card.

Appendix

Obtain ... from player's zone

Means putting that card on your hand. If you want to obtain a card from another player's hand, you must choose a random card from their hand. If it's from anywhere else, just put it on your hand.

Lose a card

When one of your cards leaves your play area, it means that you have lost that card.

Give a card

Put that card, face-down, on a player's hand. If a property of that card needs to be confirmed (i.e., when an effect needs you to give a black card to a player), give it face-up instead. You cannot give a player's card(s) to themselves.

What counts as "Discard"?

Only effects that says "discard" count as the action "discard". Some effects also result in the cards being sent to the discard pile, but don't count as "discard" (i.e., "Remove X card(s)" or "Send X card(s) to the discard pile).

Reveal

Showing a particular card to all players. The revealed card remains visible until the corresponding settlement is completed.

Card Conversion

Some effects allow you to "use/play X as [Y]", this is called a conversion.

For example, Guan Yu's skill allows you to use/play any red card as [Strike]; in this case, you used/played a converted [Strike], with the same suit, color, and number as the card you used to convert into it.

Some effects allow you to convert multiple cards into one, such as Yuan Shao's [Chaotic Assault]. In this case, if all cards used for the conversion have the same color/suit/number, the card they convert into will have that color/suit/number, but if any of the 3 properties doesn't match throughout all cards you used for the conversion, the converted card is considered to not have that property. For example, Yuan Shao uses a 2 of Spades and a 4 of Spades into a [Thousand Arrows], that [Thousand Arrows] will be a black spades card with no number. If he used a 2 of Diamonds and 4 of Spades instead, that [Thousand Arrows] will have no color, suit, or number.

A converted card cannot be used to convert into another card. For example, if you have Guan Yu and Zhao Yun, who can use any [Strike] as a [Dodge], you cannot convert a red card into [Strike] and then to a [Dodge].

Ignore

Something that has no effect on you.

1-time Damage

The effect of a damaging event is only applied once, regardless of how much HP the damage removes.

1-point Damage

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

Viewed as

Under specific conditions, certain properties of a card can be viewed as another property. When such conditions are not met, the card reverts to its original property. Another property defined through "Viewed as" is not a conversion.

Next Player

Refers to the player sitting on your right.

Replace

Substituting the target card with a new card. The card that is being replaced is placed into the Discard Deck.

Interchange

Substituting the target card with a new card, and you obtain the substituted card.

Redirect

Changing the target of a card or changing the bearer of certain effects.

Continuous

Executing a certain action continuously.

Points Duel

Both sides of the point duel place a hand card face-down and reveal them simultaneously. The player with the higher card number wins (A = 1, K = 13). Both players must place the cards used into the Discard Deck afterwards. You cannot point duel with yourself.

Remove

Some effects will cause cards to be moved out of the game. These cards are put aside and may be assigned somewhere later. They will end up in the Discard Deck.

Your missing HP

This value is obtained by subtracting your current HP from your maximum HP. It represents the difference in HP, not the cumulative loss of HP during the game.

Stacked

When an effect tells a player to "stack their heroes", they must place the deputy on top of the commander. Their heroes are now considered stacked. Before a player's turn, if their heroes are stacked, they unstack their heroes and skip their next turn, starting the turn of next player in the turn order immediately afterwards. When a player with stacked heroes must stack their heroes again, they unstack their heroes instead (return the deputy to the original position). (Chaining a chained player does not unchain them, however)

Unstacked

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

"Remove X as a target" vs "Nullify a card's effects on X"

Removing someone a target player means that the target player is no longer a target of that card. If there are other targets, continue to resolve them. If the removed target is the only one, place the card into the Discard Deck.

If an effect states "Nullify a card's effects on X", X still counts as a target of that card, and any "After you target a player with …" effects will still go off, they just don't have to follow any of the effects stated on the card.

Execute a [Military Order]

The person who executes a [Military Order] draws 2 cards from the Military Order deck, then chooses one. After the effect resolves, whether anyone accepted to follow it or not, shuffle the cards back to the Military Order deck.

Perform a Judgement

The person who performs a judgement reveals the top card of the deck, the revealed card is treated as the judgement card. Then, this card takes effect, as in, do whatever the effect says related to the judgement card. When the effect resolves, send the judgement card to the discard pile.

Perform a Faction Summon

Starting from the player who performed the faction summon, each player without a faction, following the turn rotation, are requested to reveal a hero immediately if they're from the same faction as them. That player may choose to reveal or not, but they cannot reveal if they're not an ally of the player who performed the faction summon. Continue for the entire turn rotation.

Change Your Deputy

When an effect allows a player to change their deputy, if they do so, they excavate the unused hero pile for the first 3 heroes of their commander's faction (first 3 heroes of any faction, if the commander is an Asp hero). Then, they choose 1 hero within those 3, replace their deputy with that hero, face-up, then shuffle that deputy and the unused revealed cards back into the unused hero pile.

Each skill that allows a player to change their deputy can only allow one deputy change per game.

For example, after you let a player change their deputy with Ma Su's , for the rest of the game, that skill can no longer let any player change their deputy. That player can still change their deputy due to another effect, however.

You can still change your deputy even when your deputy has been removed.

Synergy Pairs

The pages following the Appendix (printed pages 44 to 47) show Synergy relationship diagrams. Each arrow in the diagram links two General portraits, labelled with the relationship name. The portraits are too small in the source to read the General names reliably, so only the relationship labels are reproduced here, in reading order, page by page. Pairings are not reproduced.

Page 44:

  • Servant & Lord
  • Husband & Wife
  • Advisor & Warlord
  • Advisor & Warlord
  • Warlord & Generals
  • Lovers
  • Mystical Bond

Page 45:

  • Sworn Brother
  • Sworn Brother
  • Sworn Brother
  • Husband & Wife
  • Chief Advisor
  • Loyal Warriors
  • Friends Divided
  • Student & Mentor
  • Close Friends
  • Mentor & Successor
  • Intellectual Friends
  • Future Prime Minister
  • Husband & Wife
  • Reliable Protégés
  • Close Friends
  • Husband & Wife
  • Cousins
  • Defenders of Yong'an
  • Loyal Comrades
  • Protective Guardian
  • Brains & Brawn
  • Recommended Successor
  • Visionary Strategists
  • Husband & Wife

Page 46:

  • Fearless Allies
  • Rivals & Sworn Brothers
  • Father & Son
  • Confidant
  • Intellectual Advisors
  • Step-Brothers
  • Husband & Wife
  • Unyielding Warriors
  • Loyal Protector
  • Trusted Mediator
  • Warrior Comrades
  • Husband & Wife
  • Siblings
  • Lifelong Friends
  • Husband & Wife
  • Husband & Wife
  • Strategic Partnership
  • Seafaring Warriors
  • Lord & General
  • Husband & Wife
  • Chief Commander
  • Tactical Collaboration

Page 47:

  • Strategic Siblings
  • Persuaded to Join
  • Resolute Commanders
  • Loyal Generals
  • Sworn Brother
  • Husband & Wife
  • Father & Son
  • Husband & Wife
  • Loyal Rivals
  • Lord & Bodyguard
  • Lord & Bodyguard
  • Siblings

Romance of the Three Kingdoms Summary

Flavour appendix from the source rulebook. Transcribed as printed.

Era: The Fall of the Han Dynasty (184-220)

The Yellow Turban Rebellion (184-205): Peasant uprising against corruption and oppression. Zhang Jiao leads the rebellion but is eventually defeated by the coalition forces of warlords.

The Coalition against Dong Zhuo (190-192): Warlords from various regions unite in a coalition against Dong Zhuo's tyranny in 191. Notable figures like Yuan Shao, Liu Bei, and Cao Cao join forces to overthrow him. The Coalition against Dong Zhuo wages war against his forces during this period.

The Assassination of Dong Zhuo (192): In a daring plot, Wang Yun and Lu Bu orchestrate the assassination of Dong Zhuo in 192. Dong Zhuo is killed during a banquet, marking the end of his despotic rule.

The Battle of Guandu (200): Cao Cao's forces defeat Yuan Shao's army in a pivotal battle. Cao Cao secures his position as a prominent warlord in the north.

The Warlords Rise (196-208): Warlords Cao Cao, Liu Bei, and Sun Jian emerge as major powers.

  • Cao Cao gains control over the Emperor, establishes dominance in the north.
  • Liu Bei forms alliances and builds a foundation for future campaigns.
  • Sun Jian expands his influence in the south.

The Battle of Red Cliffs (208): The alliance of Liu Bei and Sun Quan defeats Cao Cao's massive fleet. Strategic victory for the southern forces, halting Cao Cao's expansion.

Era: The Three Kingdoms (220-280)

Cao Pi forces Emperor Xian to abdicate, establishing the Wei Kingdom. Liu Bei establishes the Shu Kingdom and declares himself emperor. Sun Quan establishes the Wu Kingdom in the east. The three kingdoms engage in a power struggle for dominance.

The Execution of Guan Yu (219): Guan Yu, a revered warrior, is captured by Wu and executed. His death leads to a deepening rivalry between Shu and Wu.

The Northern Campaigns (228-234): Shu's Zhuge Liang launches five expeditions against Wei. Despite early victories, Shu fails to conquer Wei and suffers heavy losses.

The Battle of Wuzhang Plains (234): Zhuge Liang's final campaign against Wei ends in defeat. Shu's hopes of unifying the land diminish.

The Battle of Hefei (234-253): Wu's Lu Xun successfully defends against Wei's attacks. Wu and Wei remain in a state of war, unable to gain an upper hand.

The Battle of the Five Passes (234-244): Shu's Jiang Wei launches campaigns against Wei's stronghold. Jiang Wei faces setbacks and fails to capture Wei's capital.

The Decline and End (250-280): Sima Yan usurps the Wei throne, establishes the Jin Dynasty. Shu and Wu fall to Jin, marking the end of the Three Kingdoms period. The Jin Dynasty reunifies China under a centralized rule.

Quick-Start Guide

Objective: Be the last player standing by strategically using your cards and abilities to eliminate opponents and protect yourself.

Gameplay Overview:

Setup: Each player selects two compatible General cards from the 7 they are dealt, places them in front of them face-down (Deputy on the left; Commander on the right) and adjusts their HP tokens to the combined value. Everyone then draws 4 cards from the Game Card Deck.

Turn Order: Turns proceed counter-clockwise, with each player taking their turn in sequence.

Phases: Each turn consists of the following phases:

  • Preparation Phase
  • Judgement Phase: Check your judgement zone
  • Draw Phase: Draw two cards from the deck.
  • Action Phase: Perform actions using cards in hand and equipment cards.
  • Discard Phase: Discard excess cards and end the turn.
  • End Phase

Key Terms:

  • Strike: Attack an opponent, reducing their HP.
  • Dodge: Offset an incoming Strike.
  • Mounts: Change the distance between players, providing offensive or defensive advantages.
  • Points Duel: 2 players compete to show the highest value hand card.
  • [Recuperate]
  • [Know Thy Enemy]
  • [Alliance]
  • [Apathy]
  • [Starvation]
  • [Lightning]
  • [Arson]
  • [Banquet]
  • [Cooperation]
  • [Diversion]
  • [Flood]
  • [Puppet Emperor]
  • Redirect
  • Continuous
  • Points Duel
  • Remove
  • Your missing HP
  • Stacked
  • Unstacked
  • "Remove X as a target" vs "Nullify a card's effects on X"
  • Execute a [Military Order]
  • Perform a Judgement
  • Perform a Faction Summon
  • Change Your Deputy