Sengoku Rance: How to Get More Actions Each Turn

Action fans cap your whole turn. The thresholds are 50, 160 and 260 - here is how to reach each one and what to pick on the way.

Last Updated: 2026-10-03

Sengoku Rance How to Get More Actions Each Turn

You begin every turn with 2 action fans, and the only way to raise that number inside one run is a Satisfaction bonus called More Actions Per Turn. There are exactly three of them, gated at 50, 160 and 260 Satisfaction, each version can be taken only once, and the 50 version is permanently unavailable if you bought the +1 Action New Game+ bonus.

Visual novel story scene with the Houjou clan commanders lined up together in Sengoku Rance
Visual novel story scene with the Houjou clan commanders lined up together in Sengoku Rance

What an action fan is

An action fan is the currency of the player action phase. Almost every command costs one: declaring war, developing a province, searching, attacking. The documented exceptions are recruiting prisoners, healing troops with gold, and opening the troop and item menus. Fans refill fully when your turn starts and never carry over, so banking them is pointless. A few plot events burn every remaining fan at once.

Naming is confusing. The 2009 fan translation said "Action Points"; the official English text renamed it Move, and uses "Moves" again for in-battle actions. The wiki these numbers come from still says "Action Fans", so both names circulate.

The three action thresholds

Threshold Satisfaction needed Fans before to after Extra condition Once per run
More Actions Per Turn 50 2 to 3 Requires Sill in your roster Yes
More Actions Per Turn 160 3 to 4 Maximum fans must be exactly three Yes
More Actions Per Turn 260 4 to 5 Maximum fans must be exactly four Yes

The 160 and 260 versions work even if you bought the New Game+ +1 Action bonus, the only documented difference from the first. The effect applies starting in the next turn, and because each version tests your maximum fan count and not just your Satisfaction, you cannot skip a step.

The 50 version is gated behind a character, not just a number

It requires Sill in your roster. Without her it is not offered at all, however much Satisfaction you bank. She is also the largest satisfaction source in the community tables, making her the priority recruit of the early game. The later two entries read only "otherwise identical to the earlier version", so treat Sill as documented for the first bonus and assumed for the others.

Why the 50 version vanishes if you bought the New Game+ action

The New Game+ bonus +1 Actions costs 10 points and its description reads: start with 3 actions and skip the 50 satisfaction action bonus. The game does not deprioritise it, it removes it, because the 160 version demands a maximum of exactly three fans and would break the chain.

The community wiki argues both ways: one section calls it "easily dismissed" because a good bonus selection reaches 50 Satisfaction quickly anyway, another says it saves an action fan and a bonus pick and lets you snowball earlier. Skip it on a first New Game+ run; read the New Game Plus guide first.

The 12-slot rule, and why a bonus you qualify for can be missing

The Satisfaction bonus window shows at most 12 items. The first five bonuses are pinned to the bottom permanently, the rest fill the top in descending priority. If eleven higher-priority bonuses are available, one you meet every requirement for is not visible.

Window position What sits there
Bottom five, always present Full Heal All Forces, Troop Limit +100, +50 Troops for All Units, Lower Strength of Enemy Factions, Battle Preparation effectiveness
Top seven, descending priority Everything else, conditions permitting
Priority rank of the three action bonuses 6th, 25th and 26th out of 35

The wiki states the cap and the pinning rule but never spells out the arithmetic, so read this as inference: five slots are permanently taken, two more (Relationship with All Commanders +3 and 5000 Gold) are effectively always available, leaving roughly five for conditional bonuses. The 50-Satisfaction action bonus sits at rank 6, right at that edge.

The documented fix is the rule to play by: take the non-repeatable bonus first. Every one-time bonus you clear frees a slot permanently, and leaving a higher-priority bonus unclaimed is the other lever. Repeatable filler is what pushes a one-time pick out of the window.

How Satisfaction rises, and how it falls

Every time Satisfaction crosses a multiple of ten, a new purple command appears in any province you own. Opening it needs one action fan, but you can browse and exit without spending it. The sources that do not depend on story content:

Source Amount
Conquering a clan outright, several of them +5 each
Conquering a province from an intact clan, three separate characters +3 each
Repeated visits to Yamatai +5 first, then +1 repeatable
Suzume's first appearance +5 at the start of turn 5 or 6

Conquering rather than vassalising matters more than it looks: the walkthrough is blunt that vassalising usually denies you gold, items, satisfaction, commanders and events.

Satisfaction is also the one resource that goes down. On the Official History route, finding Miki freezes Sill, and three or four turns later Rance loses between 6 and 10 satisfaction every three turns until you clear two specific purple events. That also kills the Summon Forces bonus, which sits at priority rank 7. Route choice interacts with your action economy; see the routes and clan order guide.

What to spend the other bonuses on

Bonus Repeatable What it actually does
Lower Strength of Enemy Factions Yes Military Power -1 for every clan at war with you, zeroes their secret-reinforcement counter, enemy troops -40x the size modifier
Troop Limit +100 Yes Raises the troop ceiling for current and future commanders
+50 Troops for All Units Yes 50 troops per unit, capped at 9,999
Battle Preparation +3% No stated limit Each Prepare for Next Battle adds 7 + 3 per bonus taken; Battlefield Adjustment still caps at 50%
Rance: +1 Moves Once each, second needs 100+ Satisfaction and the first Rance's in-battle move count, not your turn actions

Lower Strength of Enemy Factions is the sleeper pick. Military Power sets how many actions each enemy clan takes on its turn, so a repeatable minus one to every clan you are at war with slows the whole map, and it can never be crowded out. The two Rance: +1 Moves entries are the most misread item in the list, since the same word names your per-turn fans; those are a combat stats question, not an economy one.

Spend non-repeatable first, then dump the repeatable five

Scan for anything that says it can only be taken once and take that if you qualify. Only when nothing one-time is available should you fill the turn with heals, gold and troop limits. That is how the 25th and 26th priority bonuses get hidden.

Things that take your actions away

Finding Miki triggers an event the walkthrough flags as "the player will lose all of his action fans, so plan accordingly" (the source line reads "lose all of his 0 Action Fans", apparently a typo), so save that turn rather than counting on a precise figure. Rare plot events in general consume your remaining fans. Worst of all, on the Isoroku route Keikoku demands a tax hike that drops you to one action fan roughly 25 to 30 turns after entering the route, and four consecutive one-fan turns after that kills Rance.

If you still cannot afford the command

More fans will not fix a command gated on the wrong stat. Blue, yellow and green province commands need Construction, Negotiation or Search points from up to five commanders, and many demand more than one turn can produce. The rule that makes them reachable: points carry over. A command that fails keeps whatever you put in and resumes, so a 99-point search completes eventually. Formulas live in the stats guide; a cost total above your national power halves your income.

FAQ

Can I get more than 5 action fans? No. Three bonuses at 50, 160 and 260 is the ceiling; the New Game+ purchase shifts that ladder earlier rather than adding to it.

Why is a bonus missing when I meet its requirements? Five permanent bonuses occupy the bottom of the window, so any available high-priority bonus hides what sits below it.

Does buying the New Game+ +1 Action bonus stop me reaching 5 fans? No. It removes the 50 version but leaves the 160 and 260 versions open, so you start at 3 fans instead of gaining the third at 50 Satisfaction.

Are these numbers confirmed on the Steam release? No. They come from the community wiki built on the 2006 and 2019 releases. The Steam build replaces explicit story scenes with all-ages equivalents, which changes what raises satisfaction, and no published source has confirmed these thresholds against it.

Sources and version notes

Thresholds, priority order and bonus effects come from the Satisfaction page of the community AliceSoft wiki, covering the 2006 Japanese release (v1.04) and the MangaGamer 2019 English release. Also used: Game mechanics, Parameters and Formulae (which warns parts came from decompiled code and may be wrong), the Walkthrough and Second Game bonuses.

Official source: Sengoku Rance on Steam - appid 3867170, released October 1 2026, Kagura Games and MangaGamer, English/Japanese/Simplified Chinese. Verified against the Steam appdetails API on 2026-10-03. The beginner guide covers the opening ten turns, where securing Sill matters most.

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