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Sangokushi Senkiban Opens With Internal Affairs, Then Turns To War

The season gate is the design decision worth watching: it delays the PvP that the game is pitched around until players have officers and units worth putting on the board, which is the opposite of dumping newcomers straight into a live war.

Reporting from 1 source: Automaton.

Sangokushi Senkiban Opens With Internal Affairs, Then Turns To War

Qookka Games is preparing Sangokushi Senkiban for iOS and Android as a free-to-play SRPG and SLG built under an official license for Romance of the Three Kingdoms 14 from Koei Tecmo Games. Its season structure keeps player-versus-player battles locked at the start, leaving the early game to castle building, map exploration, and board battles before the fighting opens up.

Players spend the opening stretch inside their own territory. They build castle facilities for income, cross a large continent map, and fight senkiban battles in which they move officers and time tactic activations themselves, with troop-type matchups and positioning deciding the outcome. Those wins feed back into officer growth, resource gathering, and territory development.

Battles against other players stay locked until the season's second half. What arrives then is alliance-scale conflict over castles and checkpoints, in which the officers and units raised during the quiet phase carry the load.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources