レンシン スクラッシュ
RENSHIN SCLASH | MEMORY OF HEROIC SOULS | TRADING CARD GAME
Get ready for the ultimate Tokusatsu TCG. Build your dream deck of heroic memories to battle your rivals and defend your Soul. Every Renshin card holds unique abilities, and your strategic unit positioning on the field will determine victory.
Construct a 40–60 card deck featuring fighters from base forms to high-level powerhouses. Archive cards to generate Fierce Points, level up to restore stamina, unleash devastating combination attacks, and react with tactical blocks, counters, or dodges. Join the battle today!
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WHAT IS RENSHIN SCLASH?
RENSHIN SCLASH | MEMORY OF HEROIC SOULS | TRADING CARD GAME
In Renshin Sclash, players summon heroic memories to corrupt the opponent’s 7 Memory Shields and destroy their Soul card through tactical card battles. Armed with a 40–60 card deck, a protected Soul, and dynamic Reality battlefield cards, combat unfolds across five distinct phases each turn: drawing cards, spending Fierce Points during the Jingle Phase to summon or level up units, executing strategic individual or combination attacks, reacting in the Counter Phase with blocks, dodges, or counters, and clearing resources in the End Phase. Victory requires precise resource management, clever unit positioning, and mastering the synergy between your cards to send your opponent's units to the Singularity.
A QUICK GUIDE ON
HOW TO PLAY RENSHIN SCLASH
OBJECTIVE: Corrupt the enemy’s Soul card by destroying their 7 Memory Shields.
What You Need to Play
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Main Deck: 40–60 cards (Renshin + Utility cards), maximum 3 duplicates per card.
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Soul Card: 1 Soul card to represent your life force.
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Reality Cards: 3–6 Reality cards (must include at least 1 neutral Reality without effects).
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Other Items: Damage counter dice or markers.
Types of Cards
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Soul Cards: The core entity you protect in the Vault; features unique Passive and Active Abilities.
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Renshin Cards: Heroic memory fighters that battle on the field, featuring stats (ATK, DEF, SPD, FP, Stamina), Passives, Abilities, and Ultimates.
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Reality Cards: Battlefield locations that provide passive global buffs or conditional side-specific buffs.
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Utility Cards: Special support cards that enhance stats or prevent damage (limit 2 per card per turn).
Game Setup
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Vault & Reality: Place your Soul card in the Vault. Shuffle Reality cards face-down in the Reality slot.
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Turn & Reality Reveal: Decide who goes first; the player going second flips their top Reality card face-up to set the starting battlefield.
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Memory Shields: Shuffle your main deck, then place the top 7 cards face-down in the Memory Zone as your Memory Shields.
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Starting Hand: Draw 7 cards for your starting hand (you may reshuffle and draw once if you choose to mulligan).
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First Turn Rule: Neither player can attack on their very first turn.
Turn Structure
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Draw Phase: Draw 2 cards from your deck (maximum hand size is 10 cards).
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Jingle Phase:
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Archive hand cards face-down into the Archive Zone to generate temporary Fierce Points (FP) (1 card = 1 FP).
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Summon Level 0–2 cards directly, or Level 3+ cards on top of lower-level cards (restores Stamina and clears Crowd Control).
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Reposition cards or send a Level 1+ card on the field to the Singularity to gain +1 FP.
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Attack Phase:
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Perform Normal attacks (1 FP), Abilities, Ultimates, or direct Memory Shield attacks (1 action per card per turn).
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Launch a Combination Attack with up to 3 adjacent cards targeting an adjacent enemy (+1 FP per extra participant).
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Counter Phase:
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The defender can Level Up/Form Change if their Speed is higher than the attacker's Speed.
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Defend using Block (compare DEF vs. ATK; 0 FP), Counter (compare ATK vs. ATK; costs 1 FP), Dodge (compare SPD vs. SPD; costs 1 FP), or a Combination Block with adjacent allies.
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End Phase:
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All unused FP expires.
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If your main deck is empty, reshuffle the Archive stack to form a new deck.
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Combat Mechanics
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Stamina & Singularity: Damage reduces Stamina; when reduced to 0, the Renshin card is sent to the Singularity, corrupting 1 Memory Shield into that player's hand.
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Combination Attacks: Combine the total damage and total Speed of up to 3 adjacent attacking cards into a single strike.
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Direct Soul Attack: If a player has no Level 1 or higher cards left on the field, the enemy can directly attack their Soul card.







