Points come from your best score plus 5 per winnable route. What to buy first, the roster cap that can kill your units, and National Mode.
Sengoku Rance New Game Plus: Second Game Bonuses and Points
Sengoku Rance new game plus runs on one number: your Available Points equal your highest score ever achieved, plus 5 for each of the four routes you can actually finish. You cannot spend your way past 30 commanders, and surplus bonus characters make a roster member die of an accident to make room. National Mode unlocks at the same time, but it is a different game.
How second game points are calculated
| Source | Points |
|---|---|
| Your highest score ever achieved | that score, in full |
| Official History route cleared | +5 |
| Kenshin route cleared | +5 |
| Ran route cleared | +5 |
| Isoroku route cleared | +5 |
| Archfiend route | 0 |
| Monkeyslayer route | 0 |
Your personal best score, not your last score — a bad run can never shrink your pool. Monkeyslayer is a late addition that needs a bonus to enter, and Archfiend is unwinnable by design (older guides list it as a MangaGamer-era route; whether the Steam build still carries it is unconfirmed).
Buying every option in the shop costs 315 points — the number to plan against. Objective scoring is covered in the routes reference; enemy scaling per star is in the difficulty guide.
| Difficulty | Starting score |
|---|---|
| Standard | 60 |
| 1 Star | 120 |
| 2 Stars | 150 |
| 5 Stars | 200 |
On Standard a first run starts at 60 and loses 1 point per turn, so most players end at 0 and that is normal.
The community wiki states that points are not lost when you spend them here, and that you need not pick any bonus at all. Available Points is recomputed from your best score each time you open the screen, so a bad purchase order cannot lock you out. That wording documents the 2006 original v1.04 and the MangaGamer 2019 English release.
What you already own after one clear
Beating the game once grants a starter set free, before you spend anything:
- All Difficulties unlocked
- Clan Character Bonus, including the option to kill Toukichirou and the extra characters
- All Special Character Bonus
- Item Bonus 1: Omnicurative God plus all four Textbook 2 items
- All Other Bonuses
- Every item you already owned and cleared the game with
Past that, guest characters from other AliceSoft titles cost 5 points each, clan packs run 15 to 40, and the later item pages are mostly 2 points.
An item bonus only appears once you obtained that item in a previous run and cleared the game. Plan one cleanup run before shopping for a power-up item.
The 30-commander cap and the accident rule
Your roster holds 30 commanders. Pick more bonus characters than fit and the game does not refuse the purchase: the first removable person in the roster dies of an accident to free the slot. On a fresh game Ranmaru is first and Katsuie Shibata second. Clan packs are 4 to 5 commanders each, so two or three put you over the line before the campaign has recruited anyone.

Add characters this way, remove them again from the new game menu, and the commanders who died in the accident do not come back. Leave the menu entirely and re-enter it to revive them.
Which bonuses to buy first
For a normal second run this ordering holds up. It is wiki opinion rather than official data, but the reasoning is sound.
| Priority | Bonus | Cost |
|---|---|---|
| 1 | Elina (Onmyouji, Defend All Shikigami) | 5 |
| 2 | Nobuhiko Makutsudou or Ichiya Kurosaki | 5 |
| 3 | One clan pack (Dokuganryu, Mouri, Uesugi, Takeda) | 15-40 |
| 4 | +3 Starting National Power, three times | 15 |
| 5 | Tange Dog, Speed Textbook 2, Popularity Staff | 4 / 2 / 4 |
| 6 | +1 Action | 10 |
| 7 | Operation Permit set | 5 |
Elina at 5 points is the standout — a rare Onmyouji with strong early stats who can take castles alone in the first few turns, plus a Defend All Shikigami that stays useful all game. Nobuhiko Makutsudou is the alternative if you want a heavy Sohei and early Action Transfer. Ichiya Kurosaki has an Advantage Down skill that is strong even at 5 Stars, but only if you play differently from your first run.
The +1 Action bonus is not what it sounds like. It starts you at 3 actions and skips the 50 Satisfaction reward; it does not add a permanent extra fan. Hit 50 Satisfaction quickly anyway and it saves little. Read how to get more actions each turn before paying 10 points for it.
Clan packs pay for themselves in turn one: they hand you units instead of recruits you must go find. Takeda at 40 also stops the Takeda blitz before it starts.
Points runs invert the priority list
Aiming at a 200-plus score is not the same game as a comfortable replay. The wiki argues for the Operation Permit set to speed conquest, Mouri for Kiku Kikkawa as an early wall, and Tange Dog on Natori for the damage race. Two rules stand out:
Picking it forfeits the 10 points for defeating Masamune, because you start already at war with that clan and the fight never resolves the usual way. You trade 20 points of bonuses for 10 points of score.
Take Can kill Toukichirou at 10 before attempting the Monkeyslayer route. The wiki also warns you will never be issued Operation Permits in that route unless you buy the bonus outright. Reach roughly 100 points first; a 300-point run from a 30-point base is a different game, not a harder one.
National Mode unlocks at the same time
After one clear the Start screen offers Normal Mode and National Mode, the mode older guides call Free For All. Second Game Bonuses are Normal Mode only. National Mode is a sandbox: pick any clan, start at war with every other clan, and the run ends when you have no enemies left. You can also skip playing and spectate the AI.
Much of the campaign layer is stripped out — no Satisfaction, no relationship growth, no battle preparation, no automatic healing, and province commands replaced by National Mode-only ones. The prison is your only way to acquire commanders. In their place is a construction layer:
| Feature | Rule |
|---|---|
| Buildings | One per province; build, upgrade and demolish each cost one action |
| Troop Estate | +1 natural troop gain per commander (+3 upgraded) |
| Field Hospital | Heals 10 troops per commander per turn (50 upgraded) |
| Invasion-Obstructing Facility | 25% block chance at Rank 1, plus 5% per rank to 65% at Rank 9 |
| Neutral Maneuvering | 5 negotiation plus 3 per repeat; neutral period lasts 11 turns |
Clan starting positions are wildly uneven. The community wiki rates them as follows, and Oda is deliberately Moderate — which makes National Mode a way to replay the campaign start with a roster you chose.
| Rating | Clans |
|---|---|
| Very easy | Dokuganryu, Shimazu, Takeda |
| Easy | Monster Army, Houjou, Mouri |
| Moderate | Azai-Asakura, Oda, Takuga, Tenshiism, Tokugawa, Uesugi |
| Hard | Iga, Imagawa, Miko Union, Tanegashima |
| Very Hard | Akashi, Ashikaga |
| Hardest | Hara |
Some clans begin with several provinces and elite units, others with one province and generics. Double-front wars are real, the enemy turn order is shuffled, and the game only remembers which clan last took territory in each province. The wiki calls this unfair in its own words.
What is verified, and what is not
Everything above about points, prices, the 30-slot cap and the roster accident comes from the AliceSoft community wiki, built against the 2006 Japanese original at v1.04 and the MangaGamer 2019 English release. Those are the numbers 2006-era and fan-patch guides use, but no Steam-version verification of this menu has been published. As of the 2026-10-01 Steam release the store page and the Steam news feed list no patch announcements; whether a separate content patch exists is unconfirmed. The Steam build is also the censored one; the wiki notes one bonus-screen difference, Kana Takakura dropping the "(Working Title)" suffix. See the Steam version differences guide for renamed mechanics.
Official source: Sengoku Rance on Steam — store metadata as of the 2026-10-01 release. The bonus shop, National Mode rules and clan ratings above come from the community-maintained Second Game bonuses and National Mode wiki pages, which document the pre-Steam builds.
FAQ
Do second game points get lost if I spend them? No. Available Points is recomputed from your highest score plus your cleared routes each time you open the screen, and you may select nothing at all.
Can I use Second Game Bonuses in National Mode? No. They are Normal Mode only. National Mode unlocks at the same time but runs without them.
Which routes give bonus points? Official History, Kenshin, Ran and Isoroku, 5 each. Archfiend and Monkeyslayer give nothing.
A roster member died of an accident when I picked too many bonus characters. Is my run ruined? Not permanently. Exit the new game menu and re-enter it; the accident deaths are undone.
Related
More Sengoku Rance Guides
Higher stars raise difficulty and starting score. What each star changes, the starting point values, and which to pick on a first run.
Dungeons are your main level-up source. 19 of them, each gated behind a specific commander or story beat, worth up to 18 party levels.
The first playthrough forces the canon ending. Here is what unlocks after it, how ending points work, and what still takes several runs.
Rough hours for the mandatory first route, what forces a second playthrough, and why 100% takes far longer than the first clear. Numbers, not vibes.
Capture odds are a 1-in-n roll, and n is 1, 2 or 5. The two skills that set it, the prison cap that blocks it, and how to raise the odds.
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.
Five item colours, five different rules. Learn the coding once and you can read every drop, shop entry and transfer item at a glance.
There is no Steam Workshop for this game. What the well-known external total conversion adds, and what to check before you install anything.
