Play

Start the Peach Garden first act

Choose a Source Ability and enter the first Peach Garden action immediately. Results, Settlement, and Routes appear naturally after play.

Current journeyWorldPack Three Kingdoms: Peach GardenRoute Peach Garden Oath RouteCurrent action PlayStatus Public first act playable

First 60 seconds

Peach Garden rises. The loop begins.

You wake beneath the Zhuo commandery gate. Rain blurs a Yellow Turban notice, and someone at the straw-sandal stall asks whether you will stand with Liu Bei, Guan Yu, and Zhang Fei.

The first choice must change the situation Choose whether to enter in 5 secondsGive a carry-forward mark within 45 seconds Title progress 1/3
Danger WarningCommand danger senseRead risk in the crowd, the notice, and the gate road before violence starts.
Current SenseForge and gear senseHear forge heat, loose armor, and a failing grain-cart axle.
Shadow StepMarket-shadow movementMove between crowds and carts to escort, carry messages, or avoid a clash.
Calm the people at the straw-sandal stallCivilian trust steadies, but a military timing window narrows.
Take the notice and call for volunteersArmy morale rises, but provisions and command pressure begin immediately.
Read the morale inside the tavernFind usable people fast, while exposing that your judgment is too sharp.

This is not a normal choice

Choose whether to enter in 5 seconds

The first action already decides whether this is a low-rejection infiltration, a risky evidence play, or a high-pressure break.

  • Failure is not only a restart; it can leave scars, corruption, or relationship debt.
  • Forced success raises World Rejection and makes later challenges harder.
  • Key outcomes enter the Runner memory wiki and shape the next world entry.

The first result gives immediate feedback

Success with a cost

You do not rewrite the age of war. You pin the notice under your palm and ask which muddy road brought the grain cart in. The crowd falls quiet for one breath. Liu Bei looks up.

The first result gives immediate feedback World Rejection +2The first result gives immediate feedback Clue gained: grain-cart mud trailThe first result gives immediate feedback Civilian trust +1 / army morale +1

Peach Garden Name progress 1/3 The first private mark is written into your Runner profile. After Settlement, you can inspect its source, carry-out conditions, and militia Route foundation.

Finish the first act and take something with you

Settlement is not only a score. It can preserve titles, relics, hidden clues, and a private Route.

Give a carry-forward mark within 45 seconds Titles appear on the Runner profile.Give a carry-forward mark within 45 seconds Relics show their source and cross-world limits.Give a carry-forward mark within 45 seconds Routes become challenge assets, but public release still requires review.
Jump to the first choice

Begin Your First Act

Three Kingdoms: Peach Garden

Choose a Source Ability and enter a World. Every action leaves consequences, and you can save your own Route when the act ends.

Choose Source AbilityEnter selected WorldSee action resultComplete SettlementSave Route

Source Ability

Choose the Source Ability for this run

Current Source Ability: Lightning Ability. World rules transform it before play.

Play the First Act

Three Kingdoms: Peach Garden

Choose from the opening scene, live with the consequences, and reach your own first-act ending. Your finished Route stays private while it awaits review.

Three Kingdoms: Peach Garden entry pressure

Settle after 10 continuous scenes. This is not static reading.

When Lightning Ability enters this world, it becomes Command Awareness. Your choices, ability, and current condition shape what happens next.

Completion Below 90 completion, no breakthrough triggers; only normal Settlement or failure cost remains.Rare carry-out reward High completion can carry out: Peach Garden Name.Route Settlement creates a private Route card for challenge preview.
  • Current local form: Command Awareness
  • Target completion: 90+
  • Current World Rejection: 0
  • Only a saved Route can enter challenge and share templates

When others challenge your Route, their own Runner adapts abilities into it.

Content stays private, pending review, and human-review required. It is not published automatically.

WorldPack Three Kingdoms: Peach GardenAbility Adaptation Command AwarenessWorld Rejection 0First-act scenes 0/10Situation variable Priority depth pass

How your ability affects this choice

Usable form: Command Awareness, current strength 55

Lightning Ability becomes Command Awareness in this world. It changes what you can attempt and the price you may have to pay.

Source Ability Lightning AbilityAbility Adaptation Command AwarenessPerformance Rules and ability 70%Situation variable Scene luck 30%

First compare the reward, cost, and risk of "Ask civilians about their losses first".

Cost pressure: 1 / Risk pressure: 0

Civilian trust +2 / Morale +1 / Oath ledger +1 / Time remaining -1

Ability AdaptationCommand Awareness

Ability Adaptation

Command Awareness

This historical warfront accepts strategy, reputation, and morale, not modern firepower or direct rewriting of the age.

Stabilize civilian trust and provisions before choosing oath, recruitment, or civilian protection.

Source Ability Danger PremonitionLocal form Command AwarenessScore 55Locked effects 3

First-act depth hooks

Priority depth pass

Each world adds replayable crises, relationship shifts, and rare rewards so different choices are worth another run.

Use this familiar public-domain warfront as a low-friction entry, deepening oath, provisions, civilian trust, and morale while keeping review gates closed.

Enemy counterplay

The oath is tested by reality

The Peach Garden oath stops being only a heroic line; civilians, ledgers, and orders all test whether loyalty can hold.

Triggers when morale or reputation rises faster than provisions and civilian trust.

Resource twist

The grain cart sinks in mud

Supplies become pressure shared by rescue and mobilization; taking, yielding, or guarding grain all leaves a cost.

Triggers when the player repeatedly pursues morale or recruitment gains.

Time pressure

The north gate drum sounds early

The battlefield window compresses, forcing a quick line between wit, assault, and pulling back to protect civilians.

Triggers when strategy gains approach a breakthrough or time is repeatedly spent.

Failure recovery Route

Rally after defeat

A failed first act does not erase the Route; morale debt and provision losses can buy one rally line.

Entered when completion is low, command risk is too high, or civilian trust collapses.

Recovery lowers the Settlement ceiling and raises warfront pressure.

Rare carry-out reward

Peach Garden Name

A private carry-out title that improves later team cohesion and trust-based openings.

Unlocks at 90 completion after a private Settlement.

Status LockedCompletion 90

Route challenge preview

Low-Rejection challenge: rerun this Route with your own Source Ability and push World Rejection lower.

Before the first act ends, you can already see how this Route will be challenged.

Only private preview is allowed now; public sharing still requires review.

Completion at least 70, with World Rejection lower than the original 0.

Both challengers follow the same world rules. Ability, condition, and action together determine the outcome.

First-act guide

Run the full Three Kingdoms - Peach Garden first act

Accept the invite, choose a Source Ability, enter any World, complete one action, then read Settlement and the Route card.

Four focused first acts are available

Focus on the Three Kingdoms - Peach Garden first act first, then compare apocalypse, cultivation, and Fog City Ability Adaptation and first actions. They are still not public long-form content, and Route publication still requires review.

3-minute first play

Complete Source Ability selection, enter one World, view Ability Adaptation, submit one action, then read adjudication and Settlement.

Current scope

This round focuses on first-act play, Ability Adaptation, and Route Settlement. Public Routes still require review, and public long-form inventory is not open.

How to send feedback

Use the feedback entry for experience issues. Do not paste private data, secrets, complete AI instructions, or unauthorized novel text.

Account deletion

Invited accounts can request export and deletion from the profile page. Public Routes are anonymized first; private Routes and personal identifiers are deleted or anonymized.

AI content notice

AI turns confirmed outcomes into story text. It does not decide success or failure or rewrite world rules.

Route publication review

Route publish requests do not auto-publish. Public Routes must pass content review.

Playable content

Three Kingdoms: Peach Garden

A public-domain Three Kingdoms Season One long campaign that moves from the Peach Garden opening through Xiaopei, the Yuan Gate standoff, Xiapi, Xudu, Guandu, Xinye, Changban, and the eve of Red Cliffs, testing low-magic historical adaptation through civilian trust, army morale, provisions, strategy, and chaos pressure.

Scenes 162Choices 486Sharing status Approved

Invite access

Unlock the full first-act experience

Guests can browse the basics. Signed-in invited accounts can enter the full first-act experience.

Mode Guest previewAccess level Landing previewDeep first-act access Sign-in or invite required