Game Mechanics

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Sengoku Rance:Game mechanics


Contents Sengoku Rance

Title Screen
= New game (c)
Navigation:
= Continue
= Alice's Cottage (staff corner, etc) General Information
= End the Game Lore
Story

General Flow of the Game Houses


Game Mechanics
Every turn in the game consists of your actions, denoted by the number of war fans at the top left of the screen () followed
Parameters
by the actions of all other nations currently active. To end your turn, you must press the red button (or the ESC key) and select yes
Command Events
(). Commanders
Character Clears
Before your actual turn begins, you will have several notes scrolling along the bottom of the screen while the player collects money
Troop Properties
from lands under its control. Units that didn't participate in battle in the previous turn will also recover some of its units.
Skills
Objectives
In general, this is how the main screen will look to you.
Satisfaction Bonuses
Dungeons
Items
Different territories are colored coded Item Shop
differently depending on their status: Locations

Blue - Territory you control Second Game Bonuses


Free for All
Green - vassal territory (not shown in
Walkthrough
screenshot)
Extreme Games
Yellow - Territories adjacent to your own
Clear Game Report
Red - Territory currently at war with you
Links
SSG
Version History
FAQ

(c)
Added by Afker

When the cursor hovers over a territory, a list of possible actions for that territory will be displayed in the upper left, along with the information of the territory at the
bottom right.

The name between denotes the name of the territory.


Next to the name is the nation power () the territory contributes to you (both your own and vassal territories count).
The next line, above the sub-locations displays the house controlling the territory, similar to the crest shown over the territory itself.
The sub-locations just display which nations have control over them. Completely taking over all sub-locations of a territory will transfer control of that territory to you
and vice-versa.

For example, in the screenshot above the Oda House (the player) has control over Ise, while in this shot the Hara House still has three sub-locations under its control.
Successfully capturing those three sub-locations will switch control to the Oda House in this example. Do take note at how the lineup of the sub-locations also change.

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(c)
Added by Afker

After your turn is done, all other nations currently active will cycle through their actions in random order before the action switches back to you.

(c). Each turn always begin with the Oda House (player), followed by other houses in
random order.
Added by Afker

Status Bar and Other Counters


At the bottom of the map is the status bar.

System Items Troops Captives Cost: ____


Satisfaction: ____ Gold: ____ Turn: ____ Rance VII
[F1] [F2] [F3] [F4] Nation power: ____

In the System button you can find the following options:

LOAD (Load a game.)


HP (Opens your browser at AliceSoft Rance 7's page.)
CG(Opens up the CG collection.)
(Opens up the Music collection.)
(Set message options.)
(Go to the Title screen.)
(Close the game.)
SAVE (Saves the game.)

The next three buttons are the Items, Troops and Captives. The two cells on the right are Cost
at the top and National Power (
. To the right is the
Satisfaction of Rance, followed by the Gold you have and the current turn .

In the Items screen you can see all the Items under your posession, for use or for equip.

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Added by GrayFox2510

In the Troops screen you can find all your Captains and other troops, along with their skills and main stats. Though in this screen you can only see the left side of the
status of a captain, at the top is the life () for when exploring dungeons, followed by the LV and occupation of the unit. Along the left side are the skills: offensive,
defensive and passive. The green bar displays the number of soldiers in the unit, current and max and the red button is similar to an "accept" used when working with the
sliders at the bottom. The top one () will refill your units. Directly below is the cost rate, in this case for each unit you need 4 gold. The middle one () will
increase the max number of soldiers in the unit at the price shown below per unit. There are limits to the max which increase with the flow of the game or other events.
The last one () will fire troops, in this case giving you the money shown below per unit you fire. At the bottom is the total cost in gold () for the changes to the
sliders and the cost in national power () to the right. Do note you can change the sorting by using the top buttons.

: Will sort the captains by parameters. For example, if you are doing a search and press this button, your captains will be ordered from top to bottom by
who has the highest search points.
: Modify the lineup by hand.
: Select a captain to remove him/her from your lineup.

In the Captives screen you can see all the units in your prison. By selection one and pressing the button whereas the three sliders would be, you can use units to convice
the captive into joining your army. Simply select units until the number of your negotiation points goes over what the captive requires.

The Cost is the added sum of the cost of all your units compared to your National Power. If the former exceeds the latter, you will be receiving only half of your normal
income until you can regulate the cost. Satisfaction is used for Rance to obtain certain bonuses, among others. Your current gold is just that, the gold you have on hand,
and the turn is at what turn you currently are.

If you noticed in any of the previous screenshots a counter at the top of the map, near the System () button, those are the current points you have. Each turn the
counter decreases by one and certain actions increase them. They are used for 2nd and further games to obtain bonuses.

Also, in the System screen you can see your current objective (in Japanese obviously) and the current seals that have been broken. After five have been broken
something might just happen...

Actions
What you can do in a turn is generally limited to the number of Action Fans you have (found directly below the action list you can see below, right by the word "")
and, of course, what you can do with them. Here's a picture showcasing some simple commands:

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Added by GrayFox2510

Generally, commands can be broken down into 5 types, all explained below.

Blue Commands (): Construction or Expansion


Yellow Commands (): Negotiations of any kind
Red Commands (): Battles and Dungeons
Green Commands (): Exploration
Purple Commands (???): Events
Blank Commands (No tag): All sorts of miscellaneous stuff.

For Blue, Yellow, and Green commands, you must gather up a certain amount of points from your units. Each character has three different stats for this: one for
construction, one for negotiation, and the one for scouting/searching. Purple, Red, and Misc. events can be done instantly, provided you have an Action Fan.

'Blue Commands' have two uses for the most part:

<Province> (UP): Increases the National Power of the territory by 1. The maximum National Power any one territory can have is 30. The formula for
knowing a territory's current National Power is:

[(Construction Points needed to add 1 NP to territory) / 3]

(#%): Gives you an advantage shown by the percentage during the next battle fought in that territory.

'Yellow Commands' can vary a bit, but overall you'll see only three options:

<House> : Declares war on the selected House.


(Missing name): Forces the opposing House to surrender, making it your vassal.
: Unit name (Class): Recruits a unit of the specified class.

'Red Commands' are generally brought down to four types, though two are basically the same.

<House> (): Attacks a sub-location of a territory under control of a particular house. Example: The Demon Army is: ().
<House> (): It's the same as fighting, except the sub-location is in a territory you control.
Dungeons: The name of each dungeon is at the beginning and only the end changes a bit, but they are easy to recognize.

Additionally, there are also some fixed battles in some territories that will always spawn the same enemies for you to fight in captain battles:

Botan Hunt: Available in Sado (requires Uesugi Kenshin and Naoe Ai) and Owari, always re-doable every Turn. Aside from a small amount of gold (~700), doing this
event enough times rewards you with the Golden Seal, one of the Six Great Treasures.
Headfish Hunt: Available in random provinces, always re-doable. Doing this event rewards you with 5,000 gold.
Monkey Hunt: Available in Saitama (requires Kentou Kanami) and Naniwa (requires character-cleared Yuzuhara Yuzumi), both one-time events. Doing it in the first
area gives Kanami a few levels, and doing it in the second area rewards you with item #67, the Kanzou Mask.
Panda Hunt: Available in Kazusa 2000 (requires Hakkin Dasan) and Mid Earth (requires said territory to be under your control), both re-doable every 4 Turns. Doing
it in the first area gives Hakkin Dasan's unit 500 pandas, and doing it in the second area gives Mid Earth 2 National Power. NOTE: the latter event will still be
available even if Mid Earth has 30 National Power.

'Green Commands' have three types:

: Used to discover a dungeon in that territory.


Item Name: Used to search for a particular item or person.
Covert Action: These can range from preventing the targeted house from attacking on their next turn and having troops in the region revolt (less soldiers to fight) to
assassinating random enemy commanders (not key NPCs).

'Purple Commands' are all "???" and are usually for scenes (similar to Blank Commands) or other random stuff (such as Rance Satisfaction bonuses, etc.). Some might
be H-scenes, some might not. Under most circumstances, any of the options to speak with a person in your roster is usually under a blank command, but if an event can
happen, a "???" tag will show up next to it.

Battle System
There are actually two types of battles, though by far troop battles will be the most you'll be seeing.

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Added by GrayFox2510

What matters in these battles are the units' troop sizes, which in a sense act as the HP of their captains. Once a unit's troop size hits 0, it is considered annihilated and
taken out of combat.

Directly below the unit's size is the number of actions it can take, represented by small war banners. White banners show unused action points, red banners show points
already spent, and yellow banners show how many points the current action will take (see screen below).

Along the center of the screen is a number of bars. Each one of them will disappear when a unit takes action, and when all of them disappear, the battle will finalize; the
winner is then determined as the side the indicator on the bar at the top of the screen is not on. As long as the indicator is to the right of the bar's middle, you'll win the
battle even if enemy units are still alive. Alternatively, defeating every opposing unit will make you the victor.

There are different types of troops, each with their own skillsets that they can use during battle. The general type of a unit can be found by looking at the small tab on the
unit's window. Some units, such as Bushi, Foot Soldiers, and Musketeers, can attack only while they are in the front column of battle, while ranged units can act from
both columns.

There are several up arrows under the portraits of the units; they are status boosts granted either by skills they own or from bringing Tactician units in the battle.

Red: Attack Boost


Blue: Defense Boost
Magenta: Intelligence Boost
Green: Speed Boost

As a general note, Foot Soldiers (the shield-type) have the ability to take cover for other units. Whenever a unit in that column (or in the whole group if the Foot Soldier
has the "All Guard" skill) is the target of an attack, the percentage shown above the Foot Soldier's troop size is the chance that his/her unit will take the hit instead. In
addition, the Foot Soldier's Defense stat is increased by the percentage displayed (anything over 100% is still treated as doubled Defense). The only way to bypass a
Foot Soldier with 100% or greater Guard is with a move that either has Penetration (hits an opposing row) or hits all units.

(c)
Added by GrayFox2510

To attack, simply hover your mouse over an enemy portrait and click on a displayed option. Hovering the cursor over one of the options will display on your acting unit the
number of Action Points it will use (symbolized by yellow banners). The same applies for defensive and support actions; just hold the cursor over an ally portrait instead.

When the battle is decided (either by the turn bar being completely drained or one side being completely wiped out), a box may overlap a unit's window. NOTE: It seems
only 2 max labels (no matter which) can appear per side.

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A blue "Captured" label (only seen on enemy units) means that you've seized the unit's captain and tossed him/her into your Prison, where you can later decide to
recruit or release him/her.
A red "Killed" label means that the unit's captain has been removed from the current game. If it's on one of your enemy's annihilated units, he/she will never be
encountered in another battle for the rest of the playthrough. If it's on one of your annihilated units, the captain (and the unit under him/her) gets removed from your
general roster; any item he/she was equipping at the time gets put back into your inventory. If it's on Rance's annihilated unit (a 100% certainty, in which case, you
should just reload a previous save right then and there), then he dies and you get a "Game Over".

Dungeon Battles The other type of battle you will be engaging in is dungeon battles

Here your commanders fight alone much like a dungeon RPG. Each person fights alone in the order given at the top of the screen Each person has to attacks one that
uses one action fan and does decent damage, the second uses all the action fans that you have left and does double or triple damage To attack hover over the enemy
you want to attack and click on the skill you want to use. Dungeons have multiple floors and to complete the dungeon you have to go through each floor... This is made
easier by the fact that you can switch out characters once their action fans are done. To do this hold your cursor over the character whose turn it is and choose switch.
Unfortunately you don't get to choose the characters that you switch out for..except that sill will switch out for the first person on the back row every time.

Miscellaneous notes on Dungeon battles 1. Sills S-healing will convert an action fan so it can be used again 2. The main point of dungeon battles is to increase the level
of your characters, leveling up your characters increases the health and attack power of your commanders. 3. Dungeons also can open up new screens and new cg's,
usually between Rance and Sill

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