Sengoku Rance:Game mechanics

Title Screen

 * はじめから = New game
 * つづきから = Continue
 * アリスの館 = Alice's Cottage (staff corner, etc)
 * ゲーム終了 = End the Game

General Flow of the Game
Every turn in the game consists of your actions, denoted by the number of war fans at the top left of the screen (行動回数) followed 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 (はい).

Before your actual turn begins, you will have several notes scrolling along the bottom of the screen while the player collects money from lands under its control. Units that didn't participate in battle in the previous turn will also recover some of its units.

In general, this is how the main screen will look to you.

Different territories are colored coded differently depending on their status:
 * Blue - Territory you control
 * Green - vassal territory (not shown in screenshot)
 * Yellow - Territories adjacent to your own
 * Red - Territory currently at war with you

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 (国力) 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.

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.



Status Bar and Other Counters
At the bottom of the map is the status bar.

In the System button you can find the following options:
 * LOAD (Load a game.)
 * 専用HPへ (Opens your browser at AliceSoft Rance 7's page.)
 * CGモード (Opens up the CG collection.)
 * 音楽モード (Opens up the Music collection.)
 * 環境設定 (Set message options.)
 * タイトル画面へ (Go to the Title screen.)
 * ゲーム終了 (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 （コスト） at the top and National Power (国力）. To the right is the Satisfaction （満足度） of Rance, followed by the Gold （金） you have and the current turn （ターン）.

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

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 (体力) 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 (補充) will refill your units. Directly below is the cost rate, in this case for each unit you need 4 gold. The middle one (増員) 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 (解雇) 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 (金) for the changes to the sliders and the cost in national power (コスト) to the right. Do note you can change the sorting by using the top buttons.
 * 必要數值順: 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.
 * 並び替え: Modify the lineup by hand.
 * 解雇: 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 (システム) 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 "行動回数") and, of course, what you can do with them. Here's a picture showcasing some simple commands:



Generally, commands can be broken down into 5 types, all explained below.
 * Blue Commands (建設): Construction or Expansion
 * Yellow Commands (交渉): Negotiations of any kind
 * Red Commands (合戦): Battles and Dungeons
 * Green Commands (探索): 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: [(Construction Points needed to add 1 NP to territory) / 3]
 * &lt;Province&gt; の開発 (国力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:
 * 次の合戦の準備 (#%): 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:
 * &lt;House&gt; に宜戦布告: Declares war on the selected House.
 * (Missing name): Forces the opposing House to surrender, making it your vassal.
 * 人材発掘: 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. Additionally, there are also some fixed battles in some territories that will always spawn the same enemies for you to fight in captain battles:
 * &lt;House&gt; と合戦 (攻め込む): Attacks a sub-location of a territory under control of a particular house. Example: The Demon Army is: 魔軍と合戦 (攻め込む).
 * &lt;House&gt; と合戦 (奪い返し): 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.
 * 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:
 * 迷宮を探す: Used to discover a dungeon in that territory.
 * 秘宝 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 two types of battles: frequent troop battles and infrequent dungeon battles.

Troop Battles
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).

Above the unit windows is the turn order (not shown). This displays when units' turns appear, determined by each unit's Speed stat. When you hover over an action for your unit, a green arrow may appear between unit names; this determines when the current unit's next turn will appear. If there is no green arrow, then that unit's next turn will appear at least two turns later than the last unit in the turn order. NOTE: If a unit has no white banners left when their next turn comes up (possible when an opposing unit has removed their last one), they will simply be passed over and removed from the turn order.

Along the center of the screen is the battle clock, displayed as a number of bars. Each bar 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 into 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.

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 up to 2 max labels (no matter which) can appear per side (not including units that always die when annihilated).
 * A blue "Captured" label (only seen on enemy units) means that you've seized the unit's captain and tossed them into your Prison, where you can later decide to recruit or release them.
 * 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 that captain was equipping at the time gets put back into your inventory. If Rance's unit is annihilated, then he will be Killed at the end of battle and you get a GAME OVER.

Dungeon Battles
In dungeon battles, your commanders fight alone much like a dungeon RPG. Each person fights alone in the order given at the top of the screen. Most commanders have two attacks: the first uses one action fan and does decent damage, while the second uses all remaining action fans and does double (or even triple!) damage. To attack, hover over the enemy you want to attack and click on the action you want to use. Dungeons have multiple floors, each holding monsters that must be defeated. To clear a dungeon, you have to defeat every monster on every single floor. This is made easier by the fact that you can switch out characters once their action fans are done. To do this, hover your cursor over the character whose turn it is and choose Switch. Unfortunately, the characters that you switch in are decided at random; the main exception is Sill, who will always be the first to switch in for the the back row.

Miscellaneous notes on Dungeon battles: 1. Sill's S-Healing, when used on Rance, can also give him an action so that he can act again. Combine with Rance's S Rance Attack for best effect. 2. The first time a dungeon is cleared, every commander in the roster gains one Level, which increases their health, attack power, and general survivability. 3. Dungeons also can open up new screens and new CGs, usually between Rance and Sill.