RENSHIN SCLASH RULES AND GUIDELINES
1st Edition | May 1, 2025
Objective: Destroys the enemy’s shield and captures their Maiden.
What You Need
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A deck of 40-60 cards
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Maximum 3 duplicates per card
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No maximum for Level 0 cards
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One (1) Maiden card
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Three to six Reality cards (one must be a neutral Reality without any effect)
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Damage counter dices or markers
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Counter for Fierce Point tracking *you can use any phone tcg counter app
Types of Card
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Maiden card: The person you protect and the reason you fight for. Keep her safe from the enemies.
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Renshin card: Kamen Rider, Pseudo-Rider, or Kaijin card that can enter the battlefield and fight for your Maiden.
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Reality card: The location in which the battle takes place. Reality cards can have enhancing or supporting conditions that could alter the outcome of the battle.
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Utility card: Aids for your battle against the enemy. Utility cards can enhance stats, prevent damages, or reduce resources needed to perform actions.
Card Anatomy
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Character name
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Highlight moment
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Level
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Rider stats: Attack, Defend, Speed, Fierce Point (aka Cost), Stamina
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Passive, Ability, Finisher
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Card Symbol: Brute (BR), Fire (FI), Aqua (AQ), Cryo (CR), Wind (WI), Earth (EA), Thunder (TH), Blight (BL), Mecha (ME), Cosmic (CS), Maiden, Utility, Reality.
Rider Stats
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Attack: How much Normal Attack damage the Rider deals
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Defense: How much damage can the character take before getting injured
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Speed: How fast the character performs a movement or action
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Fierce Point: The Rider’s inner spirit. This stats is consumed for Form Change, Power Up, or Ability/Finisher. On the card, this card is the cost to summon.
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Stamina: The Rider’s hit point. When taking damage, Rider loses Stamina. When life point reaches zero, the Rider can no longer stay in Henshin form and is sent into the Singularity (unless stated otherwise).
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Passive: The Rider’s inner ability. Each Rider has a unique passive that triggers immediately when they are Henshined (unless stated otherwise)
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Ability: The Rider’s special action. These moves can be offensive, defensive, supportive, or dynamic. When performing an Ability, stamina is generally consumed. An offensive Ability may deal various types of damage:
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Direct Damage (AD): Damage from a direct close-up physical impact onto the enemy
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Range Damage (AR): Damage from a far away physical attack on to the enemy
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Ability Damage (AP): Damage by non-physical, magical, or spiritual forces
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Finisher: The Rider’s most powerful skill.
Getting Started
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Each player place their Maiden card in the Maiden Shrine
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Shuffle all Reality cards up and place them face down on the Reality slot.
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Decide who goes first. The player going second flips their Reality card up; that will be the starting Reality that the battle will occur in.
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Both players shuffle their main deck.
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Take the top 5 cards and place face down in front of your Maiden. These are your Maiden’s shields. Each time a shield is destroyed, the card is sent to your hand where the card becomes playable.
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Draw 5 cards. This is your starting hand. If you don’t like your hand, you can choose to mulligan by reshuffling all your cards back into your deck and redrawing 5 cards.
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Both players' Fierce Points Reserve is set to 3.
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The player going first cannot attack their first turn.
Battle Procedure
Draw Phase: During this phase, the player whose turn it is draws one card
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Fierce Points Reserve of the player increases by 1 plus 1 for each level 1 or higher Rider on the battlefield, capped at 20 Fierce Points.
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The player can also send 2 cards on their hand to the Singularity to draw 1 card from their deck.
Jingle Phase: During Preparation Phase, player can do the following
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Send a Level 1 or higher Rider on the battlefield to the Singularity to gain 1 Fierce Point
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Change Rider(s) position on the field
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Henshin a Rider
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The Fierce Point on the card indicates how much it costs to Henshin
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Level 0 to Level 2 cards can be Henshin directly onto an empty battlefield slot.
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Level 3 and above cards can only be Henshin on top of the corresponding Level 2 or lower card that is already on the field. This stack of leveled-up cards becomes “one card”.
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You can only Henshin cards of the same or higher level (not lower) on top of another card.
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When a higher level card is placed onto a lower level card, their stamina is reset, removing all damage and crowd control effect from the previous card.
Attack Phase: During this phase, player can attack by
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Appointing which Rider to attack.
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Choose which type of attack
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Normal attack (Deals the default Attack as damage; cost 1 Fierce Point)
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Skill attack
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Finisher (automatically gains +30 Speed Buff)
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Shield attack (when there’s no Rider in front defending the shield; level 1 or above cards only; cost 1 Fierce Point)
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Each Rider can perform one action/attack per turn
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When performing a Shield attack, each attacking Rider can only break 1 Shield per round
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Combination Attack
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Multiple Riders can combine non-finisher or finisher attacks on the same enemy that is adjacent to all attacking Riders
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When combing attack, all damages are combined into a single Attack
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The Speed of the Attack is the sum of all Attackers’ Speed
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The Level of the Attack is set to the highest Level card among all Attackers
Counter Phase: If the player chose to attack, the opponent now has the chance to
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Change Form or Level Up
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In order to Change Form or Level Up, the Defender’s Speed must be higher than the Attacker’s Speed.
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Riders who change form can then choose to perform a Block/Counter/Dodge afterward.
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Block the Attack using Defense (no cost)
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If adjacent ally riders are not attacked, they can help defend their ally from a powerful attack.
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Combination Block by adding all participating Riders’ Defense to block a single attack.
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If a Combination Block fails, all participation Riders take damage to their Stamina
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The Attacker’s Attack will be compared with the Defender’s Defense stats.
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If the Defender’s Defense is equal or higher than the Attacker’s Attack Damage, the Defender receives no damage.
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If the Defenders’ Defense is lower than the Attacker’s Attack Damage, the Defender receives damage equal to the difference between their Levels, minimum 1 Stamina.
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Combination Block
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Dodge the attack using Speed (consumes 1 Fierce Point)
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The Attacker’s Speed will be compared with the Dodger’s Speed stats.
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If the Dodger’s Speed is equal or higher than the Attacker’s Speed, the dodge is successful and the Dodger takes no damage.
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If the Dodger’s Speed is lower than the Attacker’s Speed, the Dodger receives damage equal to the difference between their Levels, minimum 1 Stamina.
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Counter the Attack using Attack (consumes 1 Fierce Point)
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The Attacker’s Attack Damage will be compared with the Defender’s Attack Damage.
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The Rider with the lower Attack Damage received damage equals to the difference between their Levels, minimum 1 Stamina.
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If both Riders’ have the same Attack Damage, both Riders receive 1 damage to their Stamina.
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True Damage Attacks cannot be countered. If True Damage is used as a Counter, the amount of damage of that Counter is the magnitude of the True Damage multiplied by 10 (for example, a Skill that deals 1 True Damage when used as a Counter will deal 10 Attack Damage).
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Assist
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Riders that aren’t targeted by the enemy during Attack Phase can perform skills toward an adjacent attacker (like crowd control), enhance an adjacent ally who is attacked (like buff or support), or participate in a combination block to overcome a strong enemy’s attack.
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Use a Skill
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Some Riders have immediate skills that can be used to evade an attack. This is often signified by the word “immediately”.
Battle Outcome
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If a Rider loses a Counter/Dodge/Block, they receive the damage equals to the difference between their Levels, minimum 1 Stamina.
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When a Rider runs out of Stamina, they and all their lower Level forms cards get sent to the Singularity.
End Phase
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In this phase, both players draw so that their hands hold at least 5 cards.
How to Win
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Destroy all 5 shields and capture the enemy’s Maiden.
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When all 5 shields are destroyed, the player with the exposed Maiden can trigger the Maiden’s active effect. The Round immediately goes into End Phase and all planned actions/attacks are skipped.
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When the Maiden is exposed and there’s no protecting Rider, and if the attacking player still has a Rider available for attacking, the attacking player can then capture the Maiden and declare victory.
Non-Character Cards
Maiden Card
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Maiden will often have a Passive Ability and an Active Ability.
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A Passive Ability can be triggered at any time and can only be triggered once, unless stated otherwise.
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An Active Ability can be triggered when the Attacker destroys a certain amount of Shields, unless stated otherwise.
Reality Card
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Reality will often have a Passive Buff and a Conditional Buff.
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A Passive Buff applies to both sides of the field, regardless of whose Riders and which Reality is being used.
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A Conditional Buff is applied only to the side of the field that matches such listed conditions. Either side can receive the Buff once the conditions are met.
Utility Card
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A Utility card will have a special effect and can be activated at any time, unless stated otherwise.
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Utility cards can be used at any moment in time. However, a single Rider card can only receive enhancement effects from up to two (2) Utility cards per turn.
Crowd Control
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Control Control is when a Rider is put under a state where their ability to perform certain actions is limited. Crowd Control includes but does not limit to trapped, rooted, binded, blinded, stunned, freezed, paralyzed, and incapacitate.
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When a Rider is trapped/rooted/binded, he/she cannot willfully move/reposition to a new location (can only be forced to move by another Rider with such skill), nor perform Dodge action, only Counter or Defend (or Skill if applicable)
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When a Rider is incapacitated/paralyzed/freezed/stunned, he/she cannot willfully move/reposition to a new location (can only be forced to move by another Rider with such skill), nor perform Counter or Dodge action, only Defend (or Skill if applicable)
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Leveling Up to Super or Final removes any Crowd-Control
Note
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All Normal Attack deals Brute Direct Damage unless specified otherwise.
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Each round’s End Phase is the indicator to count the round as one round. For that, when a skill has a temporary buff (for example, increase Defense by +30 for 2 rounds) or a crowd-control (for example, freeze an enemy for 2 rounds), the round that the effect applies counts as 1 round.
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True damage cannot be reduced by Defense stats nor Countered.
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If a player has no action to take for a certain phase, they can pass that phase straight to the End Phase.
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No Level 3 and above cards can Henshin without being on top of a corresponding Level 2 or lower card, unless stated otherwise.
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Same ability effect cannot be stacked on top of each other unless stated otherwise.
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Any special effect from a card in-hand must be shown to the opponent before playing.
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“Once per game” conditional effect applies to the player who plays the card. Hence, their opponent with the same card can activate the same effect again when played.
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If a Shield Attack is being commenced, and the enemy special summons a Renshin card in front of the targeted shield, the attack is redirected toward that special summoned card instead. The special summon card can only perform a Block action against the attack.
Card Numbers:
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Card numbers consists of 5 components (GTS/K001-001/Rider C)
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C: Common
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M: Maiden
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MP: Maiden Parallel
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SR: Super Rare
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FFR: Final Form Rare
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UR: Ultimate Rare
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Series (GTS - Kamen Rider Geats)
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Release (K001 - “Kamen” First release)
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Number (001 out of ### cards)
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Character type (including Rider, Pseudo-Rider, Kaijin, Utility, Maiden, Reality, etc)
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Rarity