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About Zhōnghuá Fùjiǎ Sānguó

Zhōnghuá Fùjiǎ Sānguó combines a Monopoly-style board game with the Three Kingdoms setting. You play as a ruler and compete against 1 to 3 other rulers, using spins on wheels of different levels or special strategy cards to determine how far you move. Landing on cities, buildings, shops and other special spaces triggers events. You win by completing the map’s objectives or defeating every other ruler.

Game modes

Story mode lets you play as Liu Bei, Cao Cao or Sun Quan, develop through a sequence of events and ultimately unify the land. In free-choice mode, you select rulers and maps for a match. Game settings can make play more complex and strategic, simplify it around luck, or strengthen the computer-controlled opponents for longer battles; different settings can substantially change how the game plays.

Cities and commerce

You can capture cities and buy shops and businesses. When an opposing ruler lands on a building you own, a city or shop garrisoned by a general can trigger a tax event. The visitor can pay the toll or fight a duel, field battle or siege. Winning the battle avoids the toll; losing means paying double. If a ruler cannot pay and all their generals leave, they go bankrupt and are eliminated.

Shops can be upgraded, and shops in the same main city can link their fees. Landing on one of these shops triggers compulsory tax collection. Strategy cards can cancel a tax event with “Escape by Shedding the Cicada’s Shell” or transfer it with “Replace One Thing with Another.”

Rulers and resources

Each ruler has money, provisions, soldiers, reputation and an official rank. Field battles and sieges use up soldiers, while soldiers consume provisions each turn. Money pays for more soldiers and provisions, recruiting generals, buying items and equipment, and purchasing strategy cards. If you cannot afford tolls or generals’ salaries, generals may leave. A ruler is eliminated when they have no generals and no money.

A ruler’s movement depends on their compass level, which events and strategy cards can change. Luck also matters: rulers begin with different luck values, which affect the chance of bad outcomes in events. Some bad events can be transferred with “Replace One Thing with Another.” Events cover generals, rulers, buildings, cities, official ranks, items and strategy cards.

Generals and titles

Generals have different starting abilities. Their attributes affect city management, shop income, duels, field battles, sieges and defensive battles, as well as the strength and cooldown of their skills and strategy cards on different terrain. Repeated battles cause fatigue and lower their effective abilities. Generals can improve through study or by garrisoning cities and shops. They may be inclined to join particular rulers; fallen generals appear at designated locations and can be revived with a strategy card or money, regardless of their allegiance tendency.

Famous generals have titles based on their historical reputations or important events in their lives. Titles can be learned or awakened, with different attributes and requirements; awakening a title can greatly strengthen a general. There are 13 development paths: dueling, politics, intelligence, commerce, eloquence, defense, attack, survival, land combat, forest combat, water combat, command and junior officer. A general can learn a title even if its level is no higher than an existing title, but only the highest-level title takes effect and is displayed; for titles at the same level, the first learned takes priority. An editor lets you change titles and the text shown when they are learned.

Cities and facilities

Cities come in land, forest and water types, which affect the power of strategy cards in the corresponding battle settings. Siege battles also have a weather system. A city’s attributes and administrative focus affect how much money, provisions and soldiers it collects each turn.

Facilities give cities different functions. Ordinary cities have two fixed facilities that increase the population limit; when a map is first loaded in a save, the other eight facility slots are assigned randomly. Facilities can raise administrative and resource limits, work efficiency, general loyalty, attack power or troop strength. Imperial cities can build every facility, while royal cities can build all but wonders. Most facilities use city space; upgrading a city adds space when none is available, and demolishing a facility returns its space. Some facilities, including walls, cannot be demolished. The facility system must be enabled in the game settings and applies to new saves; facility details and construction or demolition options are available from each city’s details page.

Items and strategy cards

Items are divided into equipment for generals, items for rulers and siege equipment for cities. General equipment includes weapons, armor, horses, bows and books. Ruler items have specific functions, while city equipment is used in sieges and defense. Items can come from shops, events, mysterious merchants or strategy cards.

Ordinary strategy cards are used by rulers, while battle cards are used by generals. They can target rulers, generals, soldiers, cities or buildings, and have either friendly or hostile effects. Using the right card at the right time can significantly affect what happens.

Battles

Combat includes duels, field battles and sieges. Duels mainly pit the abilities of two generals against each other; field battles also depend on formations, while equipment plays a major role in attacking and defending cities. Battles can result in a general’s death or defection, as well as victory or defeat. Generals may also use skills at random during combat, and the strength and type of skill can affect the outcome.

Frequently asked questions

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