Sengoku Rance:Game mechanics

General flow
Each turn begins with the player's phase. At the beginning of the player's phase the player collects money based on territory holdings. Troop units that did not fight in the previous turn also recover a little bit at the beginning of the phase.

During the player's phase the player may perform commands from the command list on the Map screen, or go to the other screens.

The player's phase does not end until the player push the Big Red Button (tm) (or press "Esc" on the keyboard) on the Map screen to end the turn.

Once the player has pushed the "End Turn" button, the other houses go through their phases in random order.

The money collection and troop recovery at the beginning of each house's phase is announced on the screen so you know how the other houses are doing (see image below).



The Status bar
The status bar is located at the bottom of the screen. It has 4 buttons and a few indicators:


 * The F1 button brings up the System （システム）screen.
 * The F2 button brings up the Items （アイテム）screen.
 * The F3 button brings up the Troops（兵力） screen.
 * The F4 button brings up the Captives（補擄） screen.

To the right of the four buttons are two rows, the top is "Cost"（コスト） and the bottom is "Nation power"（国力）. The next cell to the right is "Satisfaction"（満足度）, then "Gold"（金）, and "Turn"（ターン）.

Map Screen


The box on the upper left are the commands available for the selected location.
 * Blue = Construction (increases local nation power or defense)
 * Yellow = Negeociation (recruiting)
 * Green = Exploration (dungeon)
 * Red = Battle
 * Purple = ???

The yellow war-fans underneath the commands box shows how many commands left you can perform. The max looks like 5 or 4.

The Big Red Button (ターン終了) [ESC] ends the turn.

Under the main logo shows the amount of points you have.

Beneath the points is the System Info (シスタム情報) [F5] button (not to be confused with the System screen).

Battle screen


The above screenshot shows two forces both belonging to the Oda House fighting each other.

Compared to Kichikuou Rance, the concept of captain's HP has been removed, leaving only troop size (captain's HP is only used in dungeons). The number of units each side may bring to a fight has gone up from 4 in Kichikuou to 6. The individual abilities of the captain can be expected to play a much bigger role too, as the overall troop size is much smaller compared to Kichikuou.

Each captain has a number of rectangles corresponding to how many actions they can take. White indicates remaining actions, yellow for current, and red for used-up actions. The meter in the lower center of the screen is the number of actions until the battle is over. Each time a unit acts, the meter decreases by one. This greatly differs from the "round" system employed by Kichikuou Rance or the Dai series, where each round every unit gets to move once. Under this act-meter system, faster units can act multiple time before slower units ever get to move. At the bottom of the field section (upper half) of the screen, the order of units for the next 8 actions is displayed (it's hidden during the action, which is when the above screenshot is taken, but is displayed at command selection).

The top blue/red bar indicates which side is gaining the upperhand. Victory of the battle is decided by who has the upperhand at the end of the battle, or if one side eliminates the otherside completely.

Different units use different types of weapon, as expressed in the little tab for each troop. The ones visible in this screen are sword, spear, and crossbow. Spear and bow may attack from the backrow. If a troop uses weapons that are front-row only but are placed in the back row (such as the troop in the upper left), the "stop" sign is displayed instead of the weapon type.

There are four types of status boosts a unit may have, denotated by up-arrows under the captain-portrait area:
 * Red - (attack?)
 * Blue - (defense?)
 * Magenta - (intelligence?)
 * Green - (speed?)

Two units shown in the screenshot has a 50% "Guard" ability. It is currently unknown if the % indicates effectiveness or probability of triggering, and whether "Guard" reduces damage or blocks damage entirely.

The Items, Troops, and Captives screen are all disabled during the battle.