Sengoku Collection 6
Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.
Sengoku Collection 6 (戦国コレクション6) is Konami Amusement’s smart-pachislot AT entry in the Sengoku Collection series. Normal play builds Collection points and uses CZ routes before Jigenjo Rush, while the warlord-participation and replay-conversion systems shape AT progression toward the upper Mugen Kairo route.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · CZ · Setting · Payout rate · Initial hit · Net increase · Rare role · Replay · Watermelon · Ceiling · Reset · Zone · Setting hint · Quit timing · Mode · Bell · Strong cherry · Chance pattern · High-probability state · Weak cherry · Small role
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | 戦国コレクション6 |
| Manufacturer | Konami Amusement |
| Series | Sengoku Collection |
| Machine type | AT |
| Japan rollout date | July 6, 2026 |
| Model | L戦国コレクション6KS |
| Normal-play base | Approx. 33.7G per 50 coins (Administrator research) |
| Combined normal-play challenge occurrence | Onigashima Challenge (鬼ヶ島チャレンジ) + Furimukasetai Time (振り向かせたいむ): approx. 1/71.1 at Setting 1 (Konami official) |
| Main AT | Jigenjo Rush (時幻城RUSH) |
| Jigenjo Rush net increase | Approx. 3.0 coins/G (Administrator research) |
| Upper AT | Mugen Kairo (夢幻廻廊) |
| Mugen Kairo net increase | Approx. 7.7 coins/G (Administrator research) |
| Normal ceiling | 999G + α or sixth cycle → AT (Administrator research) |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research. AT initial-hit frequency improves substantially with higher settings.
| Setting | AT initial hit | Payout rate |
|---|---|---|
| 1 | 1/363.6 | 97.9% |
| 2 | 1/350.4 | 99.1% |
| 3 | 1/329.8 | 100.9% |
| 4 | 1/289.4 | 106.0% |
| 5 | 1/268.5 | 110.1% |
| 6 | 1/252.2 | 114.9% |
CZ routes and explicit success conditions
CZ routes and explicit success conditions
Konami official: The combined normal-play occurrence of Onigashima Challenge (鬼ヶ島チャレンジ) and Furimukasetai Time (振り向かせたいむ) is approximately 1/71.1 at Setting 1. This is an entry frequency for the two routes combined, not the approximately 50% Furimukasetai Time success expectation below. Administrator research. The normal and upper CZs both perform role-based success draws, but their rewards differ.
| CZ | Length / expectation | Success condition / clearing mechanism | Success reward |
|---|---|---|---|
| Furimukasetai Time | 10G; about 50% | Every game performs a success draw from the role that was actually pulled. Bell/replay each carry a published 10% success expectation, weak roles are stronger, and strong chance pattern / strong cherry / SR role are success-confirmed classes. On the final game, replay or any rare role confirms success. | AT. |
| Tenma Awakening Challenge | 10G; about 65% | Every game performs a role-based upgrade draw. A rare role confirms success; on the final game, replay or better confirms success. | Entry already guarantees normal AT; success upgrades the result to upper AT Mugen Kairo. |
Because Tenma Awakening Challenge guarantees normal AT on entry, its “success” means an upgrade to the upper route rather than whether any AT is awarded at all.
Administrator research. Additional play and result interpretation:
The final-game rule differs from earlier-game draws
Furimukasetai Time has a 10G timer. Its earlier bell / replay draws are approximately 10% per qualifying occurrence, while the final replay or any rare role confirms success. The final-game rule is a separate condition; it does not turn every replay in the CZ into a confirmed win.
Tenma Awakening Challenge also has a stronger last-game rule. Because normal AT is already guaranteed on entry, a failed upgrade still leaves an AT reward. Do not record its failure as a failure to win any AT.
Small-role and rare-role probabilities
Small-role and rare-role probabilities
Administrator research. The following ordinary role frequencies are reported as common to Settings 1–6; they are not the AT reward probabilities. Replay conversion changes the effective rare-role appearance rate, so keep the base and converted combined figures separate.
| Role | Reported probability |
|---|---|
| Replay (リプレイ) | 1/9.6 |
| Weak cherry (弱チェリー) | 1/69.6 |
| Watermelon (スイカ) | 1/89.9 |
| Weak chance pattern (弱チャンス目) | 1/297.9 |
| Strong chance pattern (強チャンス目) | 1/448.9 |
| Strong cherry (強チェリー) | 1/569.9 |
| SR role (SR役) | 1/16,384 |
| Rare roles combined (ordinary) | Approx. 1/30 |
| Rare roles combined (including replay conversion) | Approx. 1/25 |
Game flow
Game flow
Normal play accumulates Collection points and can enter Onigashima Challenge or CZ routes before Jigenjo Rush. The machine’s replay-conversion system changes replay outcomes into chance-role treatment for a short period after the required replay count is reached.
Jigenjo Rush uses a warlord-participation system and scenario-managed continuation battles. After the sixth AT set, the final-battle path opens that can lead to the upper Mugen Kairo AT.
Administrator research. Additional play and result interpretation:
Collection target, replay conversion and AT scenario
- Normal play fills Collection Points (コレポイント) toward the current cycle and can reach Onigashima Challenge (鬼ヶ島チャレンジ) or Furimukasetai Time (振り向かせたいむ).
- The replay-conversion route temporarily gives stronger chance-role treatment after its selected replay count. Track the conversion period separately from the cycle mode.
- A won route starts Jigenjo Rush (時幻城RUSH), a difference-coin AT. The first set begins at 100 coins, or 200 for the SR-role route.
- During a set, game-based Mission opportunities and role-based coin / special-zone draws coexist. Coin additions extend the current reward while the scenario determines set continuation.
- After the sixth set, Final Battle (最終決戦) opens the upper progression. Tenma Awakening Challenge (天魔覚醒チャレンジ) already guarantees ordinary AT and uses its clear to upgrade to Mugen Kairo (夢幻廻廊).
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research. Normal protection applies at 999G + α or the sixth cycle and awards AT. After a setting change, the cycle ceiling is shortened to the third cycle.
Quit timing should consider the current cycle, Collection-point state, any visible post-AT information and reset-related shortened-cycle protection instead of using only a fixed real-game count.
Jigenjo Rush and Mugen Kairo
Jigenjo Rush and Mugen Kairo
Jigenjo Rush (時幻城RUSH) is a scenario-managed difference-coin AT of six sets. Its first set starts at 100 coins (200 coins when won via an SR role), and the sixth set is followed by the Final Battle (最終決戦). Administrator research: ordinary net increase is approximately 3.0 coins/G and upper Mugen Kairo (夢幻廻廊) is approximately 7.7 coins/G.
During Jigenjo Rush: Konami publishes two different role-conditional draws, one for extra coins and one for Jigenjo Mission (時幻城ミッション) or one of three special zones. Percentages below apply when that role occurs in the AT, not to every AT game.
| AT role | Extra-coin award draw | Mission / special-zone draw |
|---|---|---|
| Weak cherry (弱チェリー) | Approx. 15% | Approx. 20% |
| Watermelon (スイカ) | Approx. 10%; at least 50 coins if won | Approx. 25% |
| Weak chance pattern (弱チャンス目) | Approx. 37% | Approx. 50% |
| Strong chance pattern (強チャンス目) | Extra coins expected | Mission / special zone expected |
| Strong cherry (強チェリー) or SR role (SR役) | Extra coins expected | Mission / special zone expected |
The combined occurrence of Jigenjo Mission and the three special zones is approximately 1/70 during the AT; this is a combined appearance frequency, separate from the conditional table. Extra-coin awards can be 10, 20, 30, 50, 100, 200, 300, 500 or 1,050 coins depending on the role. The AT also checks elapsed game counts for a Mission, with an opportunity every 50G and a Mission by 200G on that progression route.
Warlord participation changes the live draw: Josephine (ジョゼフィーヌ) indicates extra coins on a rare role, Rikuson (陸遜) indicates extra coins on a replay, Liu Bei (劉備) has a 7-alignment opportunity of approximately 1/20, and Ashikaga Yoshimitsu (足利義満) indicates extra coins on a bell with approximately 7.7 coins/G while participating. These are character-specific conditions, not base AT probabilities. A green scenario-map stage indicates at least 50% continuation for that set; red indicates at least 80%.
Administrator research. Additional play and result interpretation:
| Warlord participation | Published role benefit | Different from |
|---|---|---|
| Josephine (ジョゼフィーヌ) | Rare role awards extra coins | Base rare-role success draw without her |
| Rikuson (陸遜) | Replay awards extra coins | Replay’s normal reward behavior |
| Liu Bei (劉備) | Approx. 1/20 7-alignment opportunity | An unconditional full-AT entry rate |
| Ashikaga Yoshimitsu (足利義満) | Bell adds coins; approx. 7.7 coins/G while active | Ordinary approx. 3-coins/G AT speed |
The participant modifies the live AT draw. In ordinary AT, participation reduces net increase from approximately 3.0 to 0.5 coins/G, except when Ashikaga Yoshimitsu is active at approximately 7.7 coins/G. Upper AT remains approximately 7.7 coins/G during participation. The remaining difference-coin allowance stops decreasing while a warlord participates. Record the active character and AT state before comparing an outcome with the basic rare-role table. Character participation is a reward state, while a door illustration or AT-ending setting picture is a separate presentation.
The elapsed-game Mission route offers opportunities every 50G and protection by 200G. Those are AT-internal Mission counts, not another normal-play AT ceiling. The coin award draw and Mission / special-zone draw in the earlier table remain separate draws conditional on the actual role.
Setting differences and identification
Setting differences and identification
AT initial-hit probability is the clearest published setting-dependent rate, improving from about 1/363.6 at Setting 1 to about 1/252.2 at Setting 6. Mugen Giri WONDER also becomes somewhat more frequent at higher settings, while other special-zone rates do not move monotonically enough to use alone.
Cycle modes and special high-probability modes
Cycle modes and special high-probability modes
Administrator research. Normal play has two independent mode layers: a three-mode cycle table and three special high-probability modes. The official hint page confirms both systems.
| Cycle mode | Maximum / characteristic |
|---|---|
| Mode A | Up to 6 cycles |
| Mode B | Up to 3 cycles |
| Heaven | 1 cycle |
| Special mode | Effect |
|---|---|
| Pyondafuru | High-probability draw state for Furimukasetai Time CZ |
| Wandafuru | Draws cycle-count reduction every game |
| Nyandafuru | Required Collection points are 222 or less |
A special high-probability mode continues until AT. After an AT ending with 120 medals or less, the official hint material gives an approximately 50% total chance of selecting one of these special modes. The cycle mode and special mode can therefore overlap.
Administrator research. Additional play and result interpretation:
A special Pyondafuru / Wandafuru / Nyandafuru mode can overlap the A / B / Heaven cycle table. Its persistence until AT means an improved CZ draw or smaller point target can continue across failed normal opportunities. The approximately 50% post-AT selection applies after an ending with 120 coins or fewer, not every AT end or every short-looking first set.
Setting hints and confirmed-setting elements
Setting hints and confirmed-setting elements
Administrator research. Door-picture patterns include direct setting floors in specific scenario-12 combinations: Kenshin indicates Setting 2+, Nobunaga & Mitsuhide in swimsuits indicate Setting 4+, and the six-allied-character pattern indicates Setting 5+. Treat direct confirmation patterns as stronger evidence than ordinary occurrence frequencies.
Administrator research. Additional play and result interpretation:
| Specific AT-ending / coin cue | Published interpretation |
|---|---|
| Three enemy warlords (敵武将3人) | Setting 2+ |
| Nobunaga, Mitsuhide, Rikyu & Uraku (信長・光秀・利休・有楽) | Setting 4+ |
| Shizumon illustration (しずもん絵) | Setting 6 |
| 222 / 246 / 456 breakthrough display | 2+ / even setting / 4+ |
| 573 / 666 breakthrough display | Setting 6 |
The ending-image table is separate from the scenario-12 door-pattern table already above. An ordinary Nobunaga appearance has a tendency meaning; the complete four-character ending group has a stronger floor. Preserve the full group and scene rather than only its most recognizable character.
How to play
How to play
No navigation: stop the left reel first. If numbered stop instructions appear, press the stop buttons in the displayed order (1, then 2, then 3). A symbol-target instruction tells you which symbol to aim for; follow it together with any displayed stop order.
Use left-first play during normal operation. Aim BAR on the left reel; when a watermelon pattern appears, cover watermelon on the middle and right reels. Follow all push-order navigation during AT and instructed states.
Middle-first or reverse-order play during ordinary unassisted play can trigger a penalty, so keep the recommended left-first order unless the machine instructs otherwise.
Data policy and official references
Data policy and official references
First-party manufacturer information is labelled official. Administrator research identifies the administrator’s review of published information; it does not by itself mean original measurement or manufacturer confirmation. Calculated examples are labelled separately and explain their inputs. A page verification date records an editorial check, not a new experiment or a remeasurement of every value. See our editorial policy for the distinction.
