Compare Reigns: Three Kingdoms prices across 50+ stores and find the best deal. Developed by Nerial. Published by Devolver Digital. Released on 1/11/2024. Available on PC. Genres: Adventure, Casual.

A pocket-sized Han Dynasty power trip where every left-or-right swipe can get you stabbed by your own general. Slick if shallow, best consumed in bursts.

I'll be straight with you: I came into Reigns: Three Kingdoms expecting very little and came out with a complicated opinion. This is not a shooter, it is not a competitive ladder game, and it barely qualifies as a strategy title in the traditional sense. What it is, is a binary-decision card game dressed in Three Kingdoms historical clothing, and whether that clicks for you will depend almost entirely on how much patience you have for a game that reduces all of Chinese dynastic politics to a left swipe or a right swipe. The structure is two-layered. On the civic side, you are reading prompt cards from soldiers, scholars, merchants, and assorted dynasty figures, then swiping to choose your response. Four resource bars sit at the top of the screen, tracking finances, public approval, military approval, and spiritual health. Let any one of them hit zero or max out, and your ruler dies. You then reincarnate as a family relative and start again, keeping some progress and unlocked characters. Runs can last five minutes or an hour depending on how carefully you manage those bars. The problem critics flagged consistently is that the same prompt cards recycle, and when the same bearded general asks you about his beard for the fourth time in three runs, the charm wears thin. Story continuity is also genuinely shaky: characters you killed show up again, allegiances flip without narrative explanation, and the real history setting makes these inconsistencies more jarring than they would be in a pure fantasy context. The combat system is the more interesting half of the package. When military conflicts arrive, you draft up to four hero cards from your collected roster, spin a wheel of units on each side, and spend action-point coins to attack the opposing ring. Each unit has attack and health values, some carry passive or active special abilities, and the actual goal is to punch through the enemy's front line and destroy their central supply cache. You can re-draft up to three times before a fight begins, which adds a light deckbuilding flavor. Battles are fast, occasionally puzzly, and cleaner than the civic loop. If combat is not your thing, you can delegate it to your generals and auto-resolve, though that removes the most mechanically substantial part of the game. Multiplayer exists and is built around that same combat mode, with a ranked leaderboard attached. On paper, that sounds like the kind of addition that could give the game legs past the single-player story. In practice, the player pool at launch was nearly empty across both Switch and PC versions, with multiple reviewers unable to find a single online match. That situation may not have improved much post-launch for a budget title in a niche genre. Controller support is present, and the game works well on Steam Deck, where the swipe mechanic translates better to touchscreen or analog stick than it does to a desktop mouse. The mobile-first UI origins show on PC: no tooltips, no hover explanations, and the drag-to-swipe input can misfire if you are moving too quickly. Fred, Scout Team

Reigns: Three Kingdoms
AdventureCasual

Reigns: Three Kingdoms

Jan 11, 2024NerialDevolver Digital
GamerScout Says

A pocket-sized Han Dynasty power trip where every left-or-right swipe can get you stabbed by your own general. Slick if shallow, best consumed in bursts.

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Screenshots & Media

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About Reigns: Three Kingdoms

I'll be straight with you: I came into Reigns: Three Kingdoms expecting very little and came out with a complicated opinion. This is not a shooter, it is not a competitive ladder game, and it barely qualifies as a strategy title in the traditional sense. What it is, is a binary-decision card game dressed in Three Kingdoms historical clothing, and whether that clicks for you will depend almost entirely on how much patience you have for a game that reduces all of Chinese dynastic politics to a left swipe or a right swipe. The structure is two-layered. On the civic side, you are reading prompt cards from soldiers, scholars, merchants, and assorted dynasty figures, then swiping to choose your response. Four resource bars sit at the top of the screen, tracking finances, public approval, military approval, and spiritual health. Let any one of them hit zero or max out, and your ruler dies. You then reincarnate as a family relative and start again, keeping some progress and unlocked characters. Runs can last five minutes or an hour depending on how carefully you manage those bars. The problem critics flagged consistently is that the same prompt cards recycle, and when the same bearded general asks you about his beard for the fourth time in three runs, the charm wears thin. Story continuity is also genuinely shaky: characters you killed show up again, allegiances flip without narrative explanation, and the real history setting makes these inconsistencies more jarring than they would be in a pure fantasy context. The combat system is the more interesting half of the package. When military conflicts arrive, you draft up to four hero cards from your collected roster, spin a wheel of units on each side, and spend action-point coins to attack the opposing ring. Each unit has attack and health values, some carry passive or active special abilities, and the actual goal is to punch through the enemy's front line and destroy their central supply cache. You can re-draft up to three times before a fight begins, which adds a light deckbuilding flavor. Battles are fast, occasionally puzzly, and cleaner than the civic loop. If combat is not your thing, you can delegate it to your generals and auto-resolve, though that removes the most mechanically substantial part of the game. Multiplayer exists and is built around that same combat mode, with a ranked leaderboard attached. On paper, that sounds like the kind of addition that could give the game legs past the single-player story. In practice, the player pool at launch was nearly empty across both Switch and PC versions, with multiple reviewers unable to find a single online match. That situation may not have improved much post-launch for a budget title in a niche genre. Controller support is present, and the game works well on Steam Deck, where the swipe mechanic translates better to touchscreen or analog stick than it does to a desktop mouse. The mobile-first UI origins show on PC: no tooltips, no hover explanations, and the drag-to-swipe input can misfire if you are moving too quickly. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcontroller-supportcloud-savestier:sub-5RogueliteBinary ChoicesCard CombatMeter ManagementHan DynastyDeck DraftingAuto-Resolve OptionMobile Port

System Requirements

Minimum

OS
Windows 7 / 8 / 8.1 / 10
Memory
1 GB RAM
Storage
500 MB available space
Processor
Intel Pentium D 830 (2 * 3000) or equivalent

Reviews & Ratings

No ratings available

Game Info

Developer
Nerial
Publisher
Devolver Digital
Release Date
Jan 11, 2024

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