Legends of the Three Kingdoms
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Legends of the Three Kingdoms is a multiplayer card game set in China's Three Kingdoms era, where players assume the roles of historical figures (warlords) and engage in strategic competition under the cover of "identity" and "faction." The core mechanics are as follows: each player has an identity—such as Lord, Loyalist, Rebel, or Traitor—which determines their victory conditions, while identities remain hidden from most players. Players use basic cards like [Kill], [Flash], and [Peach], along with trick cards and equipment cards, combined with the unique abilities of their chosen warlord, to attack, defend, and protect themselves until one side achieves its victory condition.
This overview is compiled based on the official rulebooks for Legends of the Three Kingdoms: Standard Edition and Legends of the Three Kingdoms: Boundary Breakthrough. The rules of both editions are identical; only the number of cards and warlords differ. In this text, names enclosed in brackets refer to specific cards, such as [Kill], [Flash], and [Peach].
1. Game Components
| Component | Standard Edition | Limited Edition | Description |
|---|---|---|---|
| Identity Cards | 10 cards | 10 cards | 1 Lord, 3 Loyalists, 4 Rebels, 2 Traitors |
| General Cards | 27 cards | 30 cards | Featuring abilities, they form the strategic core of the game |
| Game Cards | 104 cards + 4 EX cards | 109 cards | Includes three categories: basic cards, trick cards, and equipment cards |
| Stamina Cards | 11 cards | 12 cards | Representing stamina with yin-yang symbols, printed on both sides (e.g., 3/4, 4/5) |
Total: 156 cards in the Standard Edition, 161 cards in the Limited Edition. The specific values of General and Stamina cards are as indicated on the card faces; when a Stamina card is reduced, the General card is shifted to the right to cover the portion being deducted.
2. Setup
① Determine identities. Take the appropriate number of identity cards based on the number of players, deal them out randomly—one card per player. Players who receive the Lord identity must immediately reveal it; all other players should keep their identity cards hidden from others.
| Number of Players | Lord | Loyalist | Rebel | Traitor |
|---|---|---|---|---|
| 4 | 1 | 1 | 1 | 1 |
| 5 | 1 | 1 | 2 | 1 |
| 6 | 1 | 1 | 3 | 1 or 2+2 |
| 7 | 1 | 2 | 3 | 1 |
| 8 | 1 | 2 | 4 or 3 | 1 or 2 |
| 9 | 1 | 3 | 4 | 1 |
| 10 | 1 | 3 | 4 | 2 |
(For 6 and 8 players, there are two possible configurations—choose either one.)
② Select generals. The Lord draws three Lord general cards (Liu Bei, Cao Cao, Sun Quan), then randomly picks two ordinary general cards. From these five cards, choose one to play and show it to the other players. Shuffle the remaining general cards and deal three to each player; each player selects one card and places it face-up in front of them. Once everyone has chosen, reveal their selections simultaneously; the unchosen cards are shuffled and placed face-down to the side.
③ Distribute stamina cards. Take stamina cards equal to the selected general's maximum stamina and place them beneath the general card. The Lord receives an additional 1 point to their maximum stamina (this extra bonus does not apply in a 4-player game).
④ Deal starting hand cards. Shuffle the deck, then deal 4 cards to each player as their starting hand. Place the remaining cards in the center of the table as the draw pile, and begin gameplay.
Additional rules. When drawing a card, take the top card from the draw pile; used, played, or discarded cards are set aside to form the discard pile (all face-up). When the draw pile is empty, shuffle the discard pile and use it as the new draw pile. "Maximum stamina" and "current stamina" are two distinct concepts.
3. Gameplay
The game begins with the Lord and proceeds in counterclockwise order, with each player taking their turn in sequence. Each player's turn is divided into six phases:
- Preparation Phase — Some skills can be activated during this phase.
- Judgment Phase — If you have delayed-action trick cards in front of you, you must perform the judgment; if there are multiple cards, they are judged in reverse order of placement (starting with the most recently placed card).
- Draw Phase — Draw two cards from the top of the deck.
- Play Phase — You may play any number of cards, but you must follow two rules: ① Only one [Kill] may be played per Play Phase; ② No two cards with the same name may be in the judgment zone in front of any player. Each time you play a card, its effect is immediately applied; unless otherwise specified, played cards are placed in the discard pile.
- Discard Phase — Check whether your hand exceeds your current health points (the hand limit equals your current health); for every card exceeding this limit, you must discard one.
- End Phase — Some skills can be activated during this phase.
4. Detailed Explanation of Actions
The Differences Between Using, Playing, and Discarding.
- Using: Declare the card you're using → designate one or more targets for it → wait for resolution → place it in the discard pile.
- Playing: Simply declare and reveal the card, then put it in the discard pile (no need to specify targets, and no effect from the card itself—such as a [Kill] played in turn during a [Duel] ).
- Discarding: Put the card into the discard pile without declaring which card is being discarded (it remains face-up when placed in the discard pile). Except during the discard phase when discarding excess cards from your hand, you cannot voluntarily discard cards unless special circumstances permit.
- You may only use, play, or discard cards you own.
Basic Cards.
- ** [Kill] : Used during your play phase; target any other player within your attack range and deal 1 point of damage.
- ** [Flash] : Used or played before a [Kill] targeting you takes effect, negating that [Kill] 's effect; typically can only be used or played outside your turn.
- ** [Peach] : Used on yourself during your play phase, or on a character at death's door to restore 1 point of health. Note: If you have no health loss during your play phase, you cannot use [Peach] on yourself.
- ** [Wine] : Used on yourself during your play phase to add +1 damage to your next [Kill] this round (once per round); when you are at death's door, you may also use it on yourself to immediately restore 1 point of health (cannot be used on others).
Equipment Cards. Equipment cards are placed in the equipment zone and remain active once equipped:
- Weapon Cards: Only one may be equipped at a time. After equipping a weapon, your attack range equals that weapon's attack range.
- Armor Cards: Only one may be equipped, providing defensive effects.
- Mount Cards: You may equip one +1 mount and one −1 mount simultaneously, but not two +1 mounts or two −1 mounts; when equipping a new mount of the same type, the old one goes to the discard pile.
- Treasure Cards: Only one may be equipped.
Trick Cards. These are divided into delayed‑effect trick cards (marked with an hourglass and placed horizontally) and non‑delayed trick cards. Delayed‑effect trick cards remain in the target player's judgment zone after use and resolve during that player's judgment phase; no two identical trick cards may occupy the judgment zone at the same time. Non‑delayed trick cards resolve immediately upon use. The effects of trick cards may be negated by [Unassailable] —for specific effects and common rulings, please refer to the "Cards" section.
5. Key Concepts
Distance. The distance between characters is calculated based on their seating positions at the table: whether clockwise or counterclockwise, take the shortest path (by counting the number of intervals passed) to determine the distance between two players. A character's shortest distance to any other player is 1, while their own distance to themselves is always 0. When a player dies and no longer occupies their seat, the players immediately to their left and right become "adjacent."
Attack Range. At the start of the game, every character has an attack range of 1, meaning they can only use [Kill] against players one space away. After equipping a weapon, the attack range equals that weapon's attack range. Note: Attack range only affects cards like [Kill] that require being "within range"; it does not affect cards such as [Sneak Thief], which are judged by distance instead (for example, equipping the [Green Dragon Crescent Blade] allows you to use [Kill] on a player three spaces away, but not [Sneak Thief]).
Judgment. To determine the effect of a skill or ability, reveal the top card of the deck; its suit, rank, and name constitute the judgment result, known as the judgment card. Once resolved, the judgment card is placed in the discard pile.
Suits, Colors, and Ranks. ♥ and ♦ are red, while ♠ and ♣ are black; many card descriptions reference suits, ranks, and colors.
Zones. Each player's zones include the hand, equipment zone, and judgment zone. Both the equipment zone and judgment zone are considered part of the "field"; cards in the hand and equipment zone belong to the player who holds them, whereas cards in the judgment zone belong to no one.
Skill Types. Locked skills must be activated when conditions are met or remain active indefinitely; limited skills can only be used once per game; awakening skills combine locked and limited abilities—must be activated upon meeting conditions and typically alter a character's state, with only one activation per game; lord skills are effective only when the player assumes the role of lord.
Overriding Principle. In case of conflict between rules and card descriptions, card descriptions take precedence; among conflicting card effects, the priority order is: warlord skills > game card effects > basic game rules. For example, if Zhang Fei's "Roar" conflicts with "Only one [Kill] may be used per play phase," the skill description prevails.
Events and Responses. Using or playing a card, activating a skill, or being in a particular state all constitute events. These events may be responded to by other events (e.g., [Flash] counters [Kill], [Unassailable] counters trick cards). Starting from the current player's turn, players take turns in counterclockwise order to decide whether to respond; once a response is declined, no further responses can be initiated during this round's resolution.
Resolution. The process of determining whether a card or skill takes effect: before resolution begins, anyone may respond; unless countered, the card or skill becomes effective.
6. Damage, Near-Death, and Death
Damage is different from "losing stamina." Damage reduces stamina points and has a source (when it says "A deals damage to B," A is the source; except for delayed-action cards, the user of the card that inflicts damage is the source). Losing stamina also deducts stamina, but it has no source, so skills that trigger "after taking damage" are unrelated to losing stamina.
Near-death and death. When a character's stamina drops to 0, they enter a near-death state. Unless that character or another player uses a [Peach] to save them, the character dies. If a character enters near-death due to damage, the near-death effect is resolved first, followed by the damage event (e.g., if Xiahou Dun is left with only 1 stamina point and takes damage, everyone must respond to his near-death state first; only if someone uses a [Peach] to revive him can he activate "Fierce").
The number of [Peaches] needed for rescue. For example, if a character has 2 stamina points remaining and takes 3 points of damage from [Lightning], entering near-death, they would need to use a total of 2 [Peaches] to be saved (2 − 3 + 2 = 1).
Handling death and rewards/punishments. When a character dies, they reveal their identity card, discard all their cards and any cards in the judgment area, then carry out the following rewards and punishments:
- Any player who kills a traitor immediately draws three cards;
- If the lord kills a loyalist, the lord must discard all their cards.
7. End of the Game
The current round ends immediately when any of the following occurs:
- The Lord dies: If, at that moment, there is exactly one traitor remaining, that traitor wins; otherwise, the Rebels win.
- All Rebels and Traitors are eliminated: The Lord and Loyalists win.
Victory conditions for each role:
- Lord: Eliminate all Rebels and Traitors.
- Loyalist: Shares the same victory condition as the Lord and will do whatever it takes to protect the Lord.
- Rebel: Kill the Lord.
- Traitor: Eliminate everyone except themselves, becoming the last survivor.
(1 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
What is the effect of the "Sneak Thief" card in Legends of the Three Kingdoms?
[Sneak a Card] Effect
Clear Conclusion: This is an ordinary type of trick card, used during the Play Phase, allowing you to take one card from another player's area.
Usage Conditions
- Timing: It can only be played during your own Play Phase (not in other phases or as a response).
- Target: One other player who is 1 space away from you and has cards in their area (as described in Standard, National War, and 3v3 modes). In other words, if the target is more than 1 space away, or if they have no cards in their area at all, you cannot use this card on them.
- Effect: You gain one card from their area. According to the original text, what is taken is a card "in their area," not just from their hand.
Card Information
- Type: Trick Card (Ordinary Class)
- Suit & Rank: ♠3, ♠4, ♠J, ♦3, ♦4
- Number of Cards: 3
- Included in Product Packs: Standard Edition, Espionage BETA, National War, 3v3, 1v1
Differences Across Versions (Different product packs have varying wording)
- Standard, National War, and 3v3: During the Play Phase, play it on another player within 1 space who has cards in their area; you gain one card from their area.
- Espionage BETA: During the Play Phase, play it on another player within 1 space; you gain one card from their assigned area (this version also includes rules related to "gifting").
- 1v1: During the Play Phase, play it on an opponent who has cards; you gain one card from their hand (this version does not specify a distance limit).
An Important Exception to Note
- The attack range does not affect [Sneak a Card]. For example, the original text explains that after equipping [Green Dragon Crescent Blade], you can use [Kill] on a character 3 spaces away, but you cannot use [Sneak a Card] against them—this card is judged by "distance," not by "attack range."
- Some generals' abilities directly restrict its use; for instance, Lu Xun's skill explicitly states, "You cannot be targeted by [Sneak a Card] or [Happy]," meaning generals protected by such skills cannot be chosen as targets.
… (condensed here; full text on the cunleme Chinese page)
In Legends of the Three Kingdoms 1v1, with Cao Chong at 3 health, holding 3 Peach cards and no equipment, can he survive after being killed by Jie Xu Sheng's Ancient Blade and having his Break Army skill activated?
Can survive, but requires 2 Peach cards.
Damage is stacked to 4 points, not 3:
- Kill: 1 point
- Wine: +1 point
- Jie Xu Sheng's "Po Jun": When the target's hand size and equipment count are both no greater than yours, damage increases by 1 point
- Gu Ding Dao: When the target has no hand cards, damage increases by 1 point
Total: 1+1+1+1 = 4 points. With 3 health points, Cao Chong takes 4 points and enters a near-death state, requiring 2 Peach cards to return to 1 point; since he has 3 Peach cards in hand, he ultimately still survives. (Be careful not to stop at 3 points and mistakenly conclude that only 1 Peach card is needed.)
In Legends of the Three Kingdoms, Cao Chong has three Peach cards. Can he survive after being killed by Jie Xu Sheng with the Ancient Ingot Sword and Wine?
Conclusion: You can survive—as long as all three "Peach" cards are used properly and the actual damage taken does not exceed 3 points.
Specific algorithm (based on the rulebook text read so far):
- During the play phase, use "Wine" on yourself to add +1 to the damage dealt by the next "Kill" card this round.
- Jie Xu Sheng's "Po Jun": After designating a target with "Kill," you may place up to X cards (X equals your health) next to your general card; at the end of the current round, that player gains those cards. Additionally, "Whenever you deal damage with 'Kill' and both your hand size and equipment count are no greater than your character's, that damage is increased by 1."
- "Ancient Ding Sword": A locked ability—when you deal damage to a target with "Kill," if that target has no cards in hand, the damage is increased by 1.
Therefore:
- If, after being hit by "Po Jun," Cao Chong's hand size and equipment count are both no greater than Xu Sheng's, the total damage becomes 1 ("Kill") + 1 ("Wine") + 1 ("Po Jun") = 3 points. At this point, Cao Chong's 3 health drops to 0, putting him in a near-death state.
- Near-death resolution: When your health reaches 0, you enter the near-death state and must use "Peach" cards to recover. The rulebook example states: With 2 remaining health and 3 points of damage, you need to use 2 "Peach" cards to save yourself (2 − 3 + 2 = 1). Applying the same logic, with 3 health and 3 points of damage, only 1 "Peach" card is needed to bring your health back to 1 and escape near-death. Since Cao Chong has 3 "Peach" cards, he has enough.
- Three "Peach" cards can at most restore 5 points of damage (3 − 5 + 3 = 1).
Important conditions and exceptions:
… (condensed here; full text on the cunleme Chinese page)
How do you use "Unassailable" in Legends of the Three Kingdoms?
Conclusion
[Nullification] is a normal-type (non-delayed) trick card, belonging to the "response-type" trick cards: it is not something you can casually use proactively during your own play phase, but rather it is played before a certain trick card (or another [Nullification] ) takes effect, in order to cancel it. It can protect yourself as well as protect teammates.
How exactly to use it
1. Timing of use
- When a trick card is about to take effect on a character, use this card against that card;
- Or when a [Nullification] is about to take effect, use this card against that card.
(Applies to identity mode, 3V3, 1V1, and national war; the national war wording also includes "against a faction," meaning it can also be used before a trick card takes effect on a faction.)
2. Effect of use
Cancel the effect of this card on that character; if the target is another [Nullification], then cancel the effect of that [Nullification].
3. Key point: "before taking effect on a single character"
The effect is to cancel the part of "this card against that character," therefore:
- If an opponent uses a trick card on someone, and you play [Nullification] before it takes effect, you can protect that character;
- Because [Nullification] itself can also be responded to by [Nullification], a chain of "Nullification → Nullification → Nullification" can occur.
4. Conversion use
Multiple general skills can use other cards as [Nullification], for example Wolong Zhuge (black hand cards/black cards), God Zhao Yun (spades), Yu Jin (black hand cards when he has a "Jieyue" card, can be used or played), Wang Jing (basic cards when already wounded, can be used or played), Boundary·Cao Ren (cards in the equipment area).
Conditions and exceptions
… (condensed here; full text on the cunleme Chinese page)
In Legends of the Three Kingdoms, how many [Kill] cards can you play during the Play Phase? How is the hand limit calculated?
Conclusion
I. How many "Kill" cards can be played during the play phase?
By default, only one "Kill" card may be used per play phase.
The rules for "Kill" explicitly state: "Only one 'Kill' may be used per play phase."
Situations where this limit can be overridden (follow the respective instructions):
- Warlord Skills: If a skill's rule conflicts with the basic rule, the skill's instruction takes precedence. For example, Zhang Fei's "Roar" falls into this category; when Lu Kang's "Determination of the Dam" is chosen to remove the weapon slot, up to three additional "Kills" may be played during that play phase.
- Weapon Equipment:
- Zhuge Repeating Crossbow: A locked ability—no limit on the number of "Kills" you may use.
- Repeating Crossbow: During the play phase, you may play three extra "Kills."
- Blazing Sharpened Blade: During the play phase, your number of "Kill" uses increases by one.
- Extra Plays Not Counting Against the Limit: For instance, at the start of the play phase, the "Great Offensive Vehicle" allows you to treat one "Kill" as already played (without counting toward the limit).
Note: This restriction applies specifically to "using" a "Kill" during the play phase. Playing a "Kill" in response to "Duel" or "South Barbarian Invasion," or playing one in response to "Borrowing a Knife to Kill," counts as "playing" rather than "using," and does not consume your per‑phase limit.
II. How is the hand limit calculated?
Your hand limit equals your current health points (not your maximum health).
At the discard phase, check: if your hand exceeds the limit, discard enough cards to bring it back within bounds. For example, if your current health is 2 and you have 5 cards in hand at the end of the round, you must discard 3 cards.
… (condensed here; full text on the cunleme Chinese page)
Can you play two Kill cards in one round of Legends of the Three Kingdoms?
Conclusion: By default, it's not allowed. Each player may use only one "Kill" card per action phase—this is the rule for "Kill" itself: the timing for playing it is during the action phase, targeting another player within your attack range, dealing 1 point of damage, and "only one 'Kill' may be used per action phase."
Exceptions/Conditions (to exceed this limit, a card effect must explicitly permit it):
- Linked Crossbow: During the action phase, you may play three additional "Kills." Thus, when this equipment is active, the total number of "Kills" available in that action phase increases to four.
- The index also lists items such as the Blazing Sharpened Blade ("During the action phase, you may use one extra 'Kill'") and the Great Offensive Carriage ("At the start of the action phase, you may treat one 'Kill' as already played—this does not count toward your limit"), but I have not consulted their full rule texts. Therefore, these are not considered definitive conclusions; please specify the card name if needed.
The "Wine" card cannot increase your "Kill" usage: When played on yourself during the action phase, it adds +1 damage to your next "Kill" this round (you can only use this once per round); or, when you're at death's door, it restores 1 health point. It only boosts damage or heals—you cannot use more "Kills" because of it.
Practical Approach: To play two "Kills" in the same action phase, the standard method is to equip weapons like the Linked Crossbow, which explicitly states "extra 'Kill' usage." Otherwise, the second "Kill" must wait until your next action phase, or until you're required to "play a 'Kill" (e.g., responding to Southern Barbarian Invasion or participating in a Duel)—but that counts as "playing," not "using," and thus isn't subject to the aforementioned limit.
As for whether a specific historical figure can use more "Kills," the rulebook doesn't provide any information tailored to that individual. You'll need to specify the character's name (as there may be multiple versions with the same name) to check their skill text.
… (condensed here; full text on the cunleme Chinese page)
How do you use the "Kill" card in Legends of the Three Kingdoms?
Conclusion: The "Kill" card is a basic card that can only be used during your own play phase to deal 1 point of damage to another player within your attack range. You may use only one "Kill" per play phase, and the targeted player can counter its effect with a "Flash" before it takes effect.
Specific procedures and conditions:
- When to use it: During the play phase. Each round in Legends of the Three Kingdoms consists of six phases—preparation, judgment, draw, play, discard, and end—and the "Kill" is played by using a card from your hand during the play phase.
- Who can be targeted: Only another player within your attack range; you cannot target yourself. At the start of the game, your attack range is 1, meaning you can normally only use a "Kill" against players one space away.
- What happens after playing it: It deals 1 point of damage to the targeted player.
- Usage limit: You may use only one "Kill" per play phase.
- How the opponent responds: Before the "Kill" takes effect, the targeted player may use or play a "Flash," which negates the "Kill's" effect. Typically, a "Flash" can only be used or played outside of the current turn. If the opponent does not use a "Flash," they will take the 1 point of damage.
Exceptions and extensions: Effects that alter the number of "Kills," the number of targets, the attack range, or the card's attributes come from equipment cards and general skills (such as weapons or abilities that grant extra "Kills" or ignore distance). These are governed by the rules specific to those cards or skills, not by the basic rules of the "Kill" itself. As for the full resolution details of attribute-based cards like Fire "Kill" or Thunder "Kill," we did not find them in the rulebook text reviewed this time; further clarification would require consulting the specific card and its instructions.
This content is for reference only; in case of any discrepancies, please refer to the official rulebook and advice from experienced players.
What is Zhang Chunhua's skill in Legends of the Three Kingdoms?
Zhang Chunhua (Wei) has two abilities:
Unfeeling Heart (Locked Ability)
Any damage you are about to deal is treated as loss of stamina.
- As a locked ability, any damage you're about to inflict will automatically be converted into "loss of stamina," and you cannot choose otherwise.
- Consequences: This prevents triggering enemy skills that activate upon taking damage; additionally, you won't receive kill rewards, nor will effects dependent on "dealing damage" activate.
- Furthermore, increasing the base damage directly alters the card's effect, so Zhang Chunhua gains two advantages when using [Wine] or [Kill].
Fading Wounds
When your hand size is less than X, you may draw cards until you have X in hand. (X equals your current lost stamina.)
- The condition is "hand size less than lost stamina," and the effect is to replenish your hand to match your lost stamina—this is optional, not mandatory.
- Therefore, the lower your stamina, the more cards you can draw, making this type stronger the more depleted your stamina becomes.
Role and Playstyle: This character excels against health‑draining units, allowing for continuous use of hand cards; the lower your stamina, the stronger you become. Key cards include the Zhuge Repeating Crossbow and Kill. Suitable game modes include Identity-based matches.
Regarding whether other versions of Zhang Chunhua exist (such as "Jie Zhang Chunhua"): Currently, only this version of Zhang Chunhua from the Wei faction has been found, with abilities Unfeeling Heart and Fading Wounds; no information on other versions sharing the same name has been retrieved.
This content is for reference only; in case of conflict, please refer to the official rulebook and advice from experienced players.
How many phases are there in each round of Legends of the Three Kingdoms?
Conclusion: In Legends of the Three Kingdoms, each round for a player is fixed into six phases, in the following order:
- Preparation Phase
- Judgment Phase
- Draw Phase — draw two cards
- Play Phase — you may use cards from your hand
- Discard Phase — discard cards to reduce your hand to match your health points
- End Phase
Specific Procedures and Points to Note:
- Fixed Sequence: Starting from the Preparation Phase, proceed sequentially through Judgment, Draw, Play, Discard, and finally End; this completes one round.
- Order of Judgment Phases: Cards in the Judgment Zone are resolved in reverse order, starting from the back and moving forward.
- "At the Start/At the End" of Each Phase: Every phase has corresponding "at the start" and "at the end" moments, but the phase itself does not include its own "at the start" or "at the end"—meaning these timing points lie at the transition boundaries between phases and are not part of the phase itself.
- Exceptions: The rulebook also notes that certain character abilities can alter the gameplay sequence; additionally, some cards skip specific phases (for example, if the judgment result of [Le Bu Si Shu] is not Hearts, the Play Phase is skipped, and if the judgment result of [Bing Liang Cun Duan] is not Clubs, the Draw Phase is skipped). However, these are exceptions that only bypass particular phases and do not change the fundamental structure of "six phases per round."
This content is for reference only; in case of any discrepancies, please refer to the official rulebook and consult experienced players.
What are the winning conditions in Flower Tile Story?
Conclusion: Unable to answer—The rules for "Azul" are not included in the current knowledge base.
The currently selected board game is "Legends of the Three Kingdoms," and this rule set is limited solely to the basic rules of that game. I've searched using keywords such as "Azul / Azul / winning conditions," but found no relevant information in the rulebook text. Therefore, the winning conditions for "Azul" remain unclear based on the available rulebook.
If you're indeed asking about "Azul": Please switch the game selection to "Azul" first, so I can provide an answer based on its official rulebook. Specifically, whether the win condition involves total points, end-of-game bonuses or penalties, or other details—all require referencing the corresponding rulebook text to reach a definitive conclusion.
If what you're actually asking about is the winning conditions of "Legends of the Three Kingdoms": These depend on the game mode, which is part of the setup rather than the effect of any specific card or skill. In one particular mode, there are four roles with distinct win conditions: The Lord and Loyalists team up; the Loyalists protect the Lord and win by eliminating all Rebels and Traitors. Rebels aim to overthrow the Lord and win. The Traitor must defeat the Rebels, assassinate the Loyalists, survive until the end, and then kill the Lord to claim victory. As for other modes, the rulebook does not specify their respective win conditions; please clarify the specific mode, and I'll confirm accordingly.
This content is for reference only; in case of any discrepancies, please refer to the official rulebook and consult experienced players.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.