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They also can’t ever really become legitimate in the eyes of the other factions.
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But Zeal wanes rapidly if the Yellow Turbans lapse into inactivity, which gives their game a very different pace from the other factions and leads them into taking on more challenging fights that they should.
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The Yellow Turbans gain power from Zeal, which increases as they fight battles and capture territory, and with enough Zeal their peasant armies can punch way above their weight to smash far better equipped and trained professional forces. Their play styles, broadly, are momentum-based.
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They become the tragic heroes of the expansion, racing to overwhelm the Han Empire and its ambitious and self-dealing leadership before the might of its institutions and infrastructure can be brought to bear against them. Instead of a fanatical personality cult, Mandate portrays a popular communitarian movement whose aim is to tear down both the Han Dynasty and the deeply hierarchal economic structures it has codified for centuries. Mandate of Heaven takes a different tack, de-emphasizing the mysticism surrounding the Yellow Turbans and focusing instead on the fact that it was apparently an unprecedented mass uprising across a wide swathe of China. That’s understandable: For reference, this is all stuff that’s covered in the first half-dozen chapters of the 120-chapter Romance of the Three Kingdoms epic. In Dynasty Warriors, the Yellow Turbans are brushed-off as a level 1 prologue to the main action of the story. There’s a mass revolt of cultist fanatics, and the Han Dynasty’s sluggish and inept response is what reveals the depths of its incapacity, while the rise of a coterie of effective commanders and governors opens the door to a series of coups. If you’ve played a Dynasty Warriors game at any point in your life, you have heard of the Yellow Turban Rebellion that is at the heart of this expansion.