Rance 01:Game mechanics

''Note: Parts of this article may be based on the data from the trial version of the game. The full version has since been released on September 27th, 2013. Contributors are requested to check for discrepancies and update any information found to be inconsistent with the full version. ''

Overview
Rance 01 uses a system of chips and cards to do all activities except for when the player is in ADV mode. The chips in the game represent items, and are "bet." Betting chips marks the items for a variety of uses, whether it be throwing the item away, or using the item in battle. Cards are used in the dungeon crawling aspect and can represent treasure chests, locations, enemies, events, and traps.

Dungeon Crawling


In above image:
 * 1) The lane you are currently located in.
 * 2) The available cards, you may only choose cards that are immediately to the left or right of Rance, or directly in front of him.
 * 3) Your stats
 * 4) The time of day.
 * 5) The chips available to use, with the clock above a chip indicating it's in cooldown mode.
 * 6) System menu.
 * 7) Camp - Used to show your current status. There are 3 buttons above your items - view details, sort, and THROW AWAY. REGARDING 3RD BUTTON, SEE WARNING IN NOTES BELOW. The lower left button returns you to the town (not always available).

When in a dungeon, there will be 5 "lanes" that you can proceed through in forward direction. Each "lane" is a series of cards, selecting which can trigger various actions. At the beginning, you will be positioned in the center lane. To move forward, you can either choose the card in the lane you're standing, or you can choose a card to the left and right of your currently lane. Doing so will make you switch to that lane, and the lanes available for you to choose in the next step will depend on which lane you took, that is, the lane you switched to will be the central lane, and you can only choose the cards to the left, right and directly in front of you. When you're at extreme left or right, you'll only have 2 lanes to select from. It may be noted that some lanes will have cards labeled "susumenai", i.e. they're dead ends, you have to select another lane. Typically 2 adjacent lanes will never have this except in the tutorial dungeon.

Once you step on a card, depending on what card it is, something will happen.


 * White card - Nothing happens. "Safe" area.
 * Blue card - Card that will trigger events and sometimes move you to other locations. Some of them can be boss fights.
 * Yellow card - Treasure chest or power up/healing points. Gain loot in the form of golds and items if it's a chest, quality depends on the rank of the card. Otherwise, Rance will either heal HP or gain a positive status effect from it.
 * Green card - Exit cards, lets you move to other locations, change floors in a dungeon or return to town.
 * Purple card - Trap cards that'll either do damage to you or cause status problems. Some of these are VERY dangerous so take care.
 * Red card - Monster encounter, triggers a battle with a mob whose strength depends on the rank mentioned on the card.
 * Grey card - Dead end. Can't be selected.
 * Facedown card - Hidden card, what it is will not be revealed unless you step on it. However, the pattern of cards in an area is static and they loop as you keep going forward, so if you've been wandering in an area for a while you can tell what it is anyway.Rance01CardTypes.png

After you choose a card, the corresponding action will happen and you can then take the next step. This mode ends only when you do return to the town. To do that, do one of the following:
 * Bring up the camp screen and choose the lower left yellow button. This button is also available during battle but costs about 5% of your current gold to use. If you have the "lost" status, this button can't be used.
 * Choose the green card to return to town while outside. This card periodically keeps popping up in a constant pattern, so if you want to return, be mindful of its position so you can select it when it's approaching. There is a "lost" status problem that'll prevent you from immediately returning, at such times this is the only way to go back.

Notes:
 * Healing items, for the most part, can only be consumed while dungeon crawling and not in battles (exceptions exist).
 * Time will still advance if you keep crawling and if you keep going all day long, the next day will dawn, after which you'll begin to starve. For more information, see the section Passage of Time.
 * Reusable item cooldowns don't expire while you're advancing in a dungeon, only turns during battle count. For more information, see the section Battles.
 * WARNING: In camp mode, if you select an item and click the rightmost button above the item list, you trash the item for good, and this happens without any confirmation prompt. Watch it when hitting this button. This also applies to other interfaces that have this button, such as shops, item storage, and loot drop screen. 
 * The cards that will appear in your path are not entirely random. In a given dungeon, most cards are in fixed positions. The blue "special event" cards, the black "blocked" cards and the green "exit" cards will always appear in the same places, and many of the empty cards, enemies, traps and chests will also be in fixed locations. Some cards are selected randomly when you enter the dungeon each time, from a set that is specific to that dungeon. These random cards will always be a blank, enemy, trap or chest.
 * Each dungeon has a specific number of rows, varying from as few as 4 (for the upstairs of the haunted mansion) to as many as 64 (the Urunsel nest), but they wrap around, so after the last row the cards start again at the first row, making each dungeon effectively infinite. As you explore an area you can memorize or write down the pattern of cards. When you come back, most of those cards will stay the same, and you will always enter at the same point. Once you have a complete map, moving through that dungeon becomes a piece of cake!

Camp (Status Screen)
The camp menu provides information about Rance from his level to the chips he holds. The camp menu can be broken down into two sections, the status section, and the chips section.

The status menu provides information about Rance. The boxed numbers are the various stats of Rance, and the following list will cover each one: The other three bits of information provide miscellaneous information about Rance, such as special skills and negative conditions affects him. The following list goes into detail, from top to bottom. The chip section of the camp menu displays the chips you currently hold and provides various interactions you can do with said chips. Clicking on any of the chips will put them in the "bet" state, which means that any of the other actions you press will affect said chip(s). The following list will go into detail about each action:
 * HP - Health, displaying your max health and how much you have left. Max health goes up each time you level-up.
 * Luck - Affects critical rate, and increases as you level-up. It can also be increased by using an item with a +Luck effect.
 * Exp - Experience is used to level-up, and is mainly gained through winning battles but can also be gained during events or in ADV mode. Experience can accumulate even when past the required experience to level-up.
 * Gold - Gold is used to purchase chips, and is mainly gained through winning battles but can also be gained during events or in ADV mode.
 * Chip - The number represents how many chips you are currently holding, and the maximum number of chips you can hold.
 * Skill - This section contains all the skills that Rance acquires throughout the journey, with these skills ranging widely in utility.
 * Condition - This section provides information about any negative conditions currently affecting Rance. These negative conditions can be removed with special items or special locations in town. Resting at the inn does not remove these conditions.
 * Memo - The memo section gives details on what you should do next, along with an estimation of the current progress of the story.
 * View the details (詳細を見る) - Includes information about the chip, including its name, description, effect, and cooldown if there is one.
 * Sort (ソート) - The sort option allows you to sort items based on the chip type. The filters available are weapon (pink), disposable weapon (cream), armor, and other.
 * Throw away (捨てる) - Pressing this button will result in all items that are marked being discarded. Discarded items can not be re-obtained and there is no benefit to throwing away items. Only press this if you do not want the item.
 * The row of small chip icons below the chip hotbar is used to switch between the different pages of chips you have. You can also use the PREV and NEXT buttons to the left and right respectively, or use the mouse scroll wheel.
 * Return to Town (急いで城下町にもどる) - This button is available when dungeon crawling and allows you to return to safety. The button is unavailable when the "Lost Child (迷子の状) " condition is present on Rance.
 * Exit Camp (キャンプをたたむ) - This button is very simple, it closes the camp status page, returning you to gameplay.

Battles
When you select a red card, or if a blue card event triggers a boss battle, this mode happens.




 * 1) Available items to use (healing/non-combat items are generally not usable in battle)
 * 2) Select All/Select None. This only selects permanent items and not one-time use consumables.
 * 3) Fight using selected items.
 * 4) Escape at the cost of some gold, and return to town directly. Some fights can't be escaped from, and certain status problems also prevent it.
 * 5) Your HP.
 * 6) Enemy and its selected action. The enemy graphic will start flashing red and white if enemy HP is below 30%.

Here's how it works - the list of your items are for you to use against the enemy. Pink items are permanent ones and can be used repeatedly. Cream-colored items are consumables and are lost after one use. Chips can boost your attack, defense or both on the turn that they are used. Multiple items used in a turn will stack up for a summed effect on attack/defense as applicable.

In general, pink items are better, as they're reusable, but cream-colored ones usually offer a higher bonus. Furthermore, all pink items can't be used successively - Most of the stronger weapons and shields have a "cooldown time"- once used, they can't be used for a specified number of turns, indicated by a number next to a clock icon on the item upon use. The cooldown period of an item can also be checked under item description (クールタイム). It may be noted that these cooldown counts don't reset after a battle and will carry into the next battle if not expired - they stay as you crawl through a dungeon.

In any case, once you've selected the items to use in a turn, hit button #3 and the combat will proceed. But before selection, take a good look at your enemy portrait (#6) - it mentions what your enemy is about to do. If it reads 防御 with a letter, then the enemy is using something to defend himself and will reduce damage from your attacks. The higher the rating, the better the enemy will tank this turn. If it reads 攻撃 with a letter next to it, then the enemy is attacking this turn, and the higher the rating, the harder the attack's gonna land - if you see a particularly heavy incoming attack, use your own defensive items to reduce the damage. Sometimes the enemy may use a combination of attack and defense items just like you can and do both tanking and hitting in the same turn. Furthermore, the enemy's weaknesses and strengths, if any, are shown - for example, gal-mons are weak against sexual harassment, and hannies are immune to magic. Keep a keen eye on the pattern of enemy's attacks and defenses and bet your own chips accordingly to win the game: your life is being wagered!

Notes:
 * The "Very Short Swords" don't have any cooldown time and are going to be your basic weapons - they can be used repeatedly.
 * Higher level weapons have cooldowns and you will need to carry multiple ones and manage their cooldowns in battle efficiently.
 * You can buy the weekly hit point from the I.Net shop for 98g which will show the enemy's initial hp.
 * If an enemy does no or low damage for the first 2 turns, you can avoid attacking on the first turn to prolong the battle and kill the enemy on the second turn. This will reduce cooldown more compared to killing the enemy on the first turn
 * There is a slight RNG element to damage, so you want to make sure that your attack slightly exceeds the enemy to kill it in one turn
 * Higher rank enemies can deal a lot of damage in a single attack, you may want to use a shield to reduce damage taken on those turns.
 * If you attack without using any attack items, you hit the enemy for at best 2-3 HP, or sometimes 0 if the enemy is defending. There is a low chance of Rance doing higher damage by throwing some random item he found. In very rare cases, this can deal several hundred points of damage.
 * Healing consumables can't be used in battle most of the time.
 * You will unlock more item slots at certain level milestones.
 * If an enemy is weak to a weapon's attribute, you will deal roughly 3x normal damage.
 * If using a shield with an attribute against the enemy's attack, you will negate the enemy attack.

Gal Monsters
Gal monsters are female monsters that are weak to explicit attackers. You can get a short HCG from them if you defeat them with enough damage to overkill their hp by 2x and use an explicit attack in the same turn. Reihardt's serpent is a permanent item that can be used for this, all other explicit items are consumables.

Game Over
If you lose the battle, you suffer a game over, and you can choose the 2nd option under "hand" to resume from last autosave (the game autosaves every time you enter/exit a dungeon, change floors, etc.). If you win, you get some exp, gold, and sometimes even an item. After that, you either simply proceed to the next step or continue with the events in the case of a boss fight.

ADV Mode
When in town, you're free to do everything besides dungeon crawling - this is a classic ADV system where there are many actions can be performed, leading to hidden rewards. Depending on the time of the day, you can go to any of the available locations and perform actions categorized as:
 * Rance01ADVMode.jpgEye: "Seeing" things - this can include searching for a clue, ogling a hot girl's body, or taking a peek at the products of a shop.
 * Mouth: Anything you can use your mouth for - talking, eating, drinking. But mostly talking. This is the key action for finding clues about Hikari for continuing the story and for leveling up from Willis.
 * Hand: Anything ranging from grabbing loot, taking money from Sill in Paris College, transferring items between your inventory and storage at the inn, and saving and loading the game at the same inn.
 * Attack: For the most part used for attempting to sexually assault girls or to initiate battle against bosses. Attempting to do this to the innkeeper will get you beaten and take some HP damage.
 * Foot: Mostly for leaving a place. At the inn, you use this to sleep for the day and fully recover yourself.

Key locations:




 * 1) Inn to stay at. Sleeping here (Foot -> 1st option) ends the day and fully heals you. Also offers saving, loading, and stashing items (from hand).
 * 2) Consumables shop.
 * 3) Equipment shop.
 * 4) Level up location. In the trial version, you cannot level up beyond 14.
 * 5) Can call Sill to have sex, and rob her of her allowances. Gives 3 gold daily (even if you miss a few days, next time you visit her you can get 3x no. of days passed since last seizure).
 * 6) Go out for dungeon crawling. It can only return by either taking a green card to town, or by clicking the lower-left button in camp screen, or by escaping from a battle at the cost of some gold.

Shopping
Only two places allow shopping (see image above). In those places, click the eye and choose the last option to initiate shopping.


 * Rance01Shop.jpg upper pane has items the shopkeeper has. Click an item to show its description. There'll be 3 buttons: Buy (to inventory), buy (to storage), don't buy. The first 2 options will buy the item and transfer to your hand directly or to storage (accessible through inn) subject to availability of space - storage has 14 slots. If there's either not enough money or not enough space, the options will be greyed out.
 * The lower pane is your inventory. The wide button to the left switches between your inventory and storage. The next 3 buttons are "show item description", "transfer to storage/inventory", and THROW AWAY . Again, be warned, the last option trashes the item without any confirmation prompt so watch your mouse!
 * Just like in most Rance games, items once bought can't be sold back for any gold or special currency.
 * Aside from the above shops, certain places like the I.NET building will, after taking certain options, let you buy some items for a limited time.

Passage of Time
On the upper right corner of both the city screen and dungeon screen, a clock (roulette) shows the current time of the day. In Rance 01, time in a day advances according to your actions in both ADV mode and dungeon crawling, kind of like in Galzoo Island. There are 8 "units" of time per day (actually 9, but you can only use 0-7 for actions). In ADV mode, visiting any one location consumes 1 unit. In dungeon, 9 steps make time advance by 1 unit.


 * If it's the 8th unit of the day (dead of night) and you're in the town, you only have the option to return to the inn, where you can go to sleep to start the next day at 00 unit.
 * If you're in a dungeon while a day is ending, the next day dawns as it is, and you'll be in a crippled state that'll randomly make you fail to land your attack in battles (0 damage dealt regardless of weapons chosen). This will last until you return to the town and sleep at the inn.
 * Different events happen at different places at different times of the day, so you might want to access specific places at specific times to unlock certain events. Some enemies such as Pixie Foxes also strengthen at night.
 * Choosing the structure to the right of the castle walls spends the current period of the day (morning, daytime, night) and advances to the beginning of the next period. If selected at night, it simply takes you to the 8th unit of time, when you need to go to sleep to start the next day.

Status Changes
There are both good states and bad status effects, obtained from yellow and purple cards, respectively.