A QUICK GUIDE ON HOW TO PLAY RENSHIN SCLASH!

Welcome to Renshin Sclash, where the universe of Tokusatsu Battles comes to life.

1. The Objective of the Game

Your main objective is to corrupt the enemy’s Soul card by destroying their 7 Memory Shields.

You can corrupt a Memory Shield in two ways:

  • Direct Memory Attack: Attack their Memory directly with your cards.

  • Defeat Renshin card: Reduce an enemy Renshin card's Stamina to 0 so it gets sent to the Singularity. This also causes one of their Memory Shield to corrupt.

Once the 7th Memory Shield falls, you target and corrupt their Soul card to claim victory!

2. Deck Building & Anatomy

What You Need to Play

  • Main Deck: 40–60 cards (maximum 3 copies of any card).

  • 1 Soul Card: Placed in the Vault to protect your life force.

  • 3–6 Reality Cards: Environment cards (must include at least 1 neutral card without effects).

  • Counters/Dice: To track damage.

Card Types

  • Soul Card: Represents your core life points; often has unique active and passive abilities.

  • Renshin Cards: Heroic memories that fight on the field.

  • Reality Cards: Battlefield locations that alter game conditions with global or conditional buffs.

  • Utility Cards: Instant or supportive spell-like aids (limit 2 per card per turn).

Core Card Stats

  • Attack (ATK): Base physical damage.

  • Defense (DEF): Damage reduction threshold.

  • Speed (SPD): Determines turn order/evasion success.

  • Fierce Point (FP): Cost required to summon or perform actions.

  • Stamina (HP): The card’s health pool.

3. The Fierce Point (FP) Engine

Fierce Points are your primary resource for playing cards, using abilities, and attacking.

  • To generate FP, archive a card from your hand face-down into the Archive Zone (1 card = 1 FP).

  • FP expires at the end of the turn—use it or lose it!

  • When your deck runs out, your Archive Zone is reshuffled to form your new deck during the End Phase.

4. Game Setup

  1. Place Soul Card: Put your Soul in the Vault.

  2. Setup Reality: Shuffle Reality cards face-down. Decide who goes first. The second player flips their Reality card face up to set the starting battlefield.

  3. Set Memory Shields: Take the top 7 cards of your shuffled main deck and set them face down in the Memory Zone.

  4. Draw: Draw 7 cards for your starting hand (you may mulligan your entire hand once if needed).

  5. Rule of Turn 1: Neither player may attack on their very first turn.

5. Turn Structure (Battle Procedure)

Each turn flows through five distinct phases:

Phase 1: Draw Phase

Draw 2 cards from your deck (maximum hand size is 10 cards).

Phase 2: Jingle Phase (Main Phase)

  • Summoning:

    • Level 0–2: Play directly onto empty field slots.

    • Level 3+: Must be played directly on top of a corresponding lower-level card. Leveling up fully restores stamina and clears crowd control effects!

  • Positioning: Reposition your units on the field.

  • Recycling: Send a Level 1+ card on field to the Singularity to gain +1 FP.

Phase 3: Attack Phase

Declare an attack with a unit (1 action per unit per turn):

  • Normal Attack: Costs 1 FP; deals base Attack damage.

  • Ability / Ultimate: Consumes required FP/Stamina for heavy dynamic damage.

  • Combination Attack: Up to 3 adjacent units can combine their attacks onto a single target for massive combined Speed and damage (Costs +1 FP per extra participant).

  • Memory Attack: Target an enemy's Memory Shield directly.

Phase 4: Counter Phase (Defender's Response)

The defending player chooses one defensive action:

  • Level Up / Form Change: Allowed if the Defender's Speed is higher than the Attacker's.

  • Block (0 FP): Compare DEF vs. ATK. If DEF is equal or higher, take 0 damage.

  • Counter (1 FP): Compare ATK vs. ATK. The lower ATK takes damage based on Level difference.

  • Dodge (1 FP): Compare SPD vs. SPD. If Defender's SPD is higher or equal, take 0 damage.

  • Combination Block: Up to 3 adjacent units can pool their DEF together to block an incoming attack (+1 FP per extra blocker).

Phase 5: End Phase

Unused FP expires, temporary turn-based buffs count down, and exhausted decks are reshuffled from the Archive.

6. Key Mechanics to Keep in Mind

  • Crowd Control (CC): Effects like Stun, Freeze, Bind, or Trapped restrict movement or defensive choices (e.g., Trapped stops Dodging; Stuns stop Counters and Dodges). Leveling up to Super or Final Form instantly removes CC!

  • True Damage: Ignores standard Defense stats and cannot be countered normally.

  • Empty Field Danger: If you have no Level 1 or higher cards on the field, your opponent can directly attack your Soul card!

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