[Official Announcement] Idolmaster 20th Anniversary "Futa-Masu" Manhole Project - Kuramoto China Selected for Shikaoi, Hokkaido

[Official Announcement] Idolmaster 20th Anniversary "Futa-Masu" Manhole Project - Kuramoto China Selected for Shikaoi, Hokkaido

Official post by アイドルマスター公式 (@imas_official) ©Bandai Namco Entertainment Inc.

As part of the Idolmaster series' 20th anniversary, a manhole cover project ("Futa-Masu") is placing idol-themed manhole covers across Japan. China Kuramoto (Gakuen Idolmaster) has been selected to represent Shikaoi, Hokkaido!

The design features local symbols: Lake Shikaribetsu's submerged rail line, the Northern pika (a local rabbit-like animal), and the Miyabe char (a rare local fish).

Installation date: August 23, 2026 Location: Shikaoi, Hokkaido (summer: outdoor install / winter: indoor display at the Michi-no-Eki Shikaoi roadside station)

If you spot it, share your photos with the #ふたマス (#Futa-Masu) hashtag!

u/hiyoko19 — 21 hours ago

[Official Announcement] Suntory Vending Machine Tie-up Round 1 "Hydration Mission" - 6/15-8/3

Official post by アイドルマスター公式 (@imas_official) ©Bandai Namco Entertainment Inc.

Suntory vending machines are running a tie-up campaign with Gakuen Idolmaster! Purchase Suntory drinks (or Red Bull) from participating "Touch! SUNTORY" vending machines, scan the barcode via the Touch! SUNTORY LINE app, and enter a lottery for an original happi coat featuring newly drawn art of all 13 idols (20 winners per design, 260 total).

If you don't win, you'll still receive one of 17 limited smartphone wallpapers, given at random.

  • Round 1: June 15 - August 3, 2026
  • Round 2: Details TBA (early August)

Note: This campaign requires a Japanese address and Japanese LINE account to participate/receive prizes, so it's mainly relevant to Japan-based fans — but the wallpaper reward images may get shared online for others to enjoy.

u/hiyoko19 — 3 days ago

[Official Announcement] Hatsuboshi Gakuen Duet Song Collection CDs - Pre-orders Until 7/15 (Releases 10/14)

Official post by 学園アイドルマスター【公式】(@gkmas_official) ©Bandai Namco Entertainment Inc.

Hatsuboshi Gakuen's first duet CD collection is here, featuring 3 units: Yumepashi, REVERSI, and RippleSign!

Each CD includes the original duet song plus a duet version of Campus mode!! (CD-exclusive audio). Deluxe editions (ASOBI STORE exclusive, special packaging) feature two new illustrations — casual outfits and stage outfits.

  • 「みちなるひろがる」 — China Kuramoto x Hiro Shinosawa
  • 「ときめきエモーション」 — Lilja Katsuragi x Sumika Shiun
  • "SUGAR FLAVOR" — Mao Arimura x Rinami Himesaki

Release date: October 14, 2026 Pre-order deadline: July 15 Standard edition: ¥2,500 (tax incl.) / Deluxe edition: ¥3,500 (tax incl.)

Different retailers offer different bonus items (stickers, posters, keychains, etc.) — check the source for details.

u/hiyoko19 — 4 days ago

[Official Announcement] "Issho ni Kurasu Nui" (Living Together Plushies) - Pre-orders Until 7/6 12:00 PM JST

u/hiyoko19 — 5 days ago

How to carry Skill Card Usage Count +1 over to the next turn (and when it doesn't work)

> Beginner-friendly mechanics guide. If you already know how turn-based buffs decay in this game, you might already know some of this.

You've probably noticed that buffs like Good Condition (好調) or Skill Card Usage Count +1 (スキルカード使用数追加+1) sometimes survive a Skip into the next turn, and sometimes they just vanish. Here's the actual rule behind it.

The core rule

"Turn start" here means the phase right before you're able to pick cards from your hand — i.e. before you've taken any action that turn.

If a buff is applied AFTER turn start (you've already taken an action, like using a card or drink) and it wasn't already on the field, it will NOT decay that turn. That means it survives a Skip into next turn.

If it's applied AT turn start (e.g. by a P-Item that triggers automatically), or it was already present before you used a card, it decays normally.

Pattern Decay? Why
Applied after turn start, brand new No Counts as a fresh application this turn, so it's exempt
Applied at turn start Yes Already on the field before you could act, so the decay timer starts immediately
Applied after turn start, but already present Yes It's just topping up an existing buff, not a new one

Carryover examples (works)

  • Use 特製ハツボシエキス (P-Drink: doubles the effect of the next Active-type card you play), then use 輝くキミへ (a Good Impression card — it's Active-type, so it qualifies for the P-Drink's effect, and it naturally carries Skill Card Usage Count +1). This applies the +1 buff after turn start as a new buff. Skip without using it, and it carries over.
  • Use 国民的アイドル (doubles the effect of your next card played; also grants Skill Card Usage Count +1 as a separate effect on its own text), then Skip immediately without using any other card. The +1 stack carries over.
  • Use 国民的アイドル, then 存在感 (a Focus card that also carries Skill Card Usage Count +1), stacking the buff to 2. Skip without consuming either stack, and both carry over.

Doesn't carry over

  • P-Items like 夢にあふれた大荷物 or 天川ラーメン巡り apply the buff AT turn start automatically, so it decays on Skip no matter what.
  • If you consume the buff (use cards until it hits 0 stacks) before skipping, there's nothing left to carry.

Advanced trick

If a P-Item already gave you the buff at turn start (which normally wouldn't carry over), you can consume it with a card first, then reapply it fresh using 特製ハツボシエキス + 輝くキミへ. Since it's now a new application after turn start, it can carry over on your next Skip.

TLDR

After turn start + new application = carries over via Skip. At turn start, or already-existing buffs, decay no matter what.

Let me know if you've found other combos that work this way, happy to add them.

reddit.com
u/hiyoko19 — 6 days ago

[Official Announcement] Kuramoto China Birthday Message Submission - Open Until 7/8 (for her 8/1 Birthday)

Official post by 学園アイドルマスター【公式】(@gkmas_official) ©Bandai Namco Entertainment Inc.

Kuramoto China's birthday is coming up on August 1st! The official account is now accepting birthday messages from fans via a submission form — just a nickname and a short message (up to 300 characters), no personal info needed. The message field is free text, so you can write in English even though the form itself is in Japanese.

Submission deadline: July 8th (Wed) (subject to change per official tweet)

Submission form link will be posted in the comments below.

u/hiyoko19 — 6 days ago

[Official Announcement] SEA BREEZE x Gakuen Idolmaster Collab - Starts 7/4 (Store Stickers + X Raffle Until 8/31)

u/hiyoko19 — 6 days ago

[Official Announcement] June 2026 Premium Mission Pass - Bunny Ears Reward, Ends 7/1 4:59 JST (Scheduled)

u/hiyoko19 — 7 days ago

[Reminder] Weekend Production Campaign ends tomorrow (6/29 4:59 JST) - last one for June

Quick heads up — official confirmed this is the last weekend campaign for June, ending tomorrow at 4:59 JST. Bonuses are:

  • 再生成 (Regenerate): 1 → 2 times
  • メモリーレンタル (Memory Rental): 3 → 6 times
  • クリア時の報酬 (Clear rewards): 2x

If you've got some free time, now's a good window to farm materials since clear rewards are doubled.

u/hiyoko19 — 8 days ago

Did you know you can listen to idols' songs even without owning them?

Collecting all of your favorite idol's songs requires a lot of spending. But there's actually an official way to listen to songs of idols you don't even own.

One thing to note: this isn't a permanent feature — it only works for idols who are currently on pickup. So the songs you can listen to will change as pickups rotate.

How to do it: Bottom menu → Music → select "HOT" near the bottom

This lets you listen to almost every song from the idols currently on pickup. Right now it's Rinami and Mao, so combined that's around 40 songs you can listen to.

(Video: how to do it + the list of songs you can listen to, 30 sec)

Knew about this already? Let me know if you have questions


Due to a Reddit issue, my replies might disappear sometimes — sorry if I can't respond right away!

u/hiyoko19 — 13 days ago

Guide Request Thread

I've run out of ideas for guides 😅 If there's anything you'd like to see, let me know!

Just a heads up — depending on the request, some might be tricky or take a lot of time, so I may not be able to get to everything. Please don't be upset if I can't!

Otherwise I might shift focus back to X for a while lol


Due to a Reddit issue, I may not be able to reply to comments. Sorry about that!💐

reddit.com
u/hiyoko19 — 16 days ago

[H.I.F Guide] [ガラクタロード]姫崎莉波 — S4+

Note: This event is during Boost Month, so the S4+ score threshold is higher than usual — you'll need a score equivalent to roughly 34,000 (instead of the normal 30,000). Check my other posts for more on the event's scoring mechanics if you want the details.

■ Recommended Unique Cards (priority order, all obtained except 入道雲と、きみ+)

  1. 世界一の勇気+ 【Essential】 — Raises parameters by 1100% of Good Condition value, then resets Good Condition to 0. (No stacking / Once per Lesson)
  2. ヒーローとの出会い+ — Good Condition +4T・Focus +2. If Good Condition ≥4T, +1 Skill Card use next turn. If ≥12T, +1 Skill Card use after 2T. (No stacking / Once per Lesson)
  3. 希望が届くまで+ — From this point on, whenever a Skill Card moves to exile, gain Good Condition +2T. (No stacking / Once per Lesson)
  4. おすそわけですっ!+ — Focus +3・From this point on, Good Condition +2T at the start of each turn. (No stacking / Once per Lesson) I didn't pull this one and still cleared fine, but it's recommended if you have it.
  5. お茶会へようこそ♪+ — 元気+5・Perfect Condition +3T・Skill Card uses +1・Draw a Skill Card. (No stacking / Once per Lesson)
  6. 朝が満たすまで+ — Costs 2T of Good Condition・Focus +5・After 3T: Good Condition +7T・After 4T: Skill Card uses +1. (No stacking / Once per Lesson)
  7. 正確無比な看板づくり+ (used for deck compression) — Added to hand at Lesson start. Good Condition +5T・Negate one debuff・Skill Card uses +1. (No stacking / Once per Lesson)

Normal SSR/SR cards: Not really important this time. 国民的アイドル is nice to have but not essential — you'll clear comfortably without it.

P-drinks: Doesn't matter much. 初星黒酢 is handy if you have it (lets you fetch a specific card you want from your deck), but honestly any drink works fine.

P-items: No requirements — anything is fine.

How to play:

  • Early-mid game: focus on deck compression
  • 国民的アイドル → 自然体の魅力 → 世界一の勇気+ (the optimal sequence — use this combo at a good moment near the end)

S4+ target scores:

  • 1st exam: ~1,400,000 pts
  • 2nd exam: ~2,400,000 pts

Hitting these targets caps out the evaluation value — scoring higher than this won't improve your result further, so no need to push past it.

If you have any questions feel free to ask! If you'd like a guide for another idol, let me know in the comments. Note that replies may take some time — sorry in advance! 💐

Card names are kept in Japanese as I'm not sure of the English translations — sorry if anything is off!

Due to a Reddit issue, I may not be able to reply to comments. Sorry about that!

u/hiyoko19 — 17 days ago

Logic Plan Beginner's Guide (Around PLv40)

> This guide is written for beginners and new players around Producer Level (PLv40). Specific strategies may vary depending on the idol, and requirements for high PL environments or top-tier contests may differ. Please use this as a general starting point.

This guide is for you if:

  • You just got a Logic Idol and don't know where to start.
  • You are confused by terms like "好印象 (Impression)" and "やる気 (Motivation)" on the lesson screen.
  • You understand Sense or Anomaly but Logic doesn't click yet.
  • You are around PLv40 and still have a limited card pool.

01—What is Logic?

Logic is one of the plans available since the launch of the game. While Sense focuses on stacking 集中 (Concentration) to directly increase card scores, and Anomaly switches between 指針 (Guidelines) to earn scores, Logic revolves around two main buffs: 好印象 (Impression) and やる気 (Motivation).

There are two primary styles:

  • Impression (好印象) Type: Stack 好印象 (Impression) to earn scores at the end of each turn.
  • Motivation (やる気) Type: Stack やる気 (Motivation) to increase the efficiency of gaining 元気 (Genki / Shield).

> Important: While it might seem similar to Sense's "Concentration," the mechanics are entirely different (explained below).


02—The Two Buffs: Impression and Motivation

好印象 (Impression)

How it works:

  • Increases your score by "1 per 1 好印象 (Impression)" at the end of the turn.
  • 好印象 (Impression) decreases by 1 at the start of each turn.

> Example: Ending a turn with 20 好印象 (Impression) → Score +20.

Key Points:

  • It only decreases by "1" at the start of the turn → You can maintain a high value by continuous stacking.
  • While it automatically converts to score at the end of the turn, some cards also provide scores based on your current 好印象 (Impression) value when used → The longer you maintain a high value across turns, the more you earn in total.

Related Terms (Frequently used in 好印象 (Impression) Type):

Term Effect
好印象増加量増加 (Impression Gain Up) Increases the amount of 好印象 (Impression) gained by a multiplier (rounded up). Note: Does not apply to Support effects like "Turn Start Impression x N".
好印象強化 (Impression Buff) Increases the parameter gain from 好印象 (Impression) at the end of the turn.
好印象追加発動 (Extra Impression Activation) Increases the number of times parameters are raised by 好印象 (Impression) at the end of the turn.

やる気 (Motivation)

Mechanism ①: Adds its value to the amount of 元気 (Genki / Shield) gained. > Example: If you use a "+5 元気 (Genki)" card with 10 やる気 (Motivation), you get +15 元気 (Genki).

Mechanism ②: Consumed as a cost for powerful cards. > Example: Cards like 星屑センセーション and みんな大好き require やる気 (Motivation) to activate.

Points (For 好印象 (Impression) Type):

  • In 好印象 (Impression) Type, やる気 (Motivation) acts as "fuel to trigger powerful cards."
  • If you run out of やる気 (Motivation), you won't be able to use 星屑センセーション or みんな大好き.
  • Keep 1~2 やる気 (Motivation)-providing cards in your deck.

Points (For やる気 (Motivation) Type):

  • In やる気 (Motivation) Type, やる気 (Motivation) is a "multiplier buff for accumulating massive 元気 (Genki)."
  • やる気 (Motivation) itself does not become score. It follows this conversion: やる気 (Motivation) → 元気 (Genki) → Power Cards → Score.
  • You boost やる気 (Motivation) in the early game, accumulate 元気 (Genki) in the mid-game, and explode in the late game with cards that say "Parameter increase based on XX% of 元気 (Genki)."

やる気 (Motivation) Type Powerhouse Example:

Without Motivation: 10 Genki cards x 10 times → 100 Genki
With +20 Motivation: 10 Genki cards x 6 times → (10+20) x 6 = 180 Genki
→ Simply stacking Motivation first nearly doubles your Genki!

03—Key Terms

Term Explanation
元気 (Genki / Shield) The core of the やる気 (Motivation) Type. Converted to score via "Increase parameters based on XX% of 元気 (Genki)" cards. Higher やる気 (Motivation) leads to massive 元気 (Genki), resulting in sky-high final scores.
メンタルスキルカード (Mental Skill Card) Cards that mainly provide buffs (元気 (Genki), 好印象 (Impression), やる気 (Motivation), etc.). They are the counterpart to "アクティブスキルカード (Active Skill Cards)." Examples: 私がスター, 幸せな時間, ファンシーチャーム.
レッスン中1回 (Once per Lesson) Cards that are removed from the deck for the remainder of that lesson after use. Use them early to thin your deck and increase the chance of drawing key cards. Note: Different from "Duplicate Forbidden" (limit of 1 per deck).
審査基準 (Criteria) The ratio of Vo/Da/Vi for the performance. Check the graph in the top right of the Produce screen.

04—Basic Lesson Flow (Impression Type)

① Early Game (Turns 1-3): Stack Impression

  • Continue stacking 好印象 (Impression) with cards like 本番前夜.
  • ファンシーチャーム is best used on the first turn (Starting Hand customization recommended).
  • Maintain minimum やる気 (Motivation) required to use みんな大好き and 星屑センセーション.
  • If no 好印象 (Impression) cards are in hand, use 元気 (Genki)-increasing cards. Otherwise, use your highest parameter card.

② Mid Game (Turns 4-7): Maintain High 好印象 (Impression) & Collect via Active Cards

  • When 好印象 (Impression) reaches 15-20+, start using scoring cards.
  • ラブリーウインク can be used from the mid-game (it builds 好印象 (Impression) while also scoring).
  • みんな大好き is also viable from mid-game (but manage your やる気 (Motivation) carefully).
  • The basic cycle is stacking 好印象 (Impression) back up after using scoring cards.
  • On turns with an unfavorable status (weak Vo/Da/Vi multiplier), avoid playing scoring cards. Use メンタル (Mental) cards to build up buffs instead.

③ Late Game (Remaining 3-5 Turns): Unload Scoring Cards

  • Earn scores with 手拍子, 200%スマイル, キラメキ, etc.
  • The deck usually cycles around the 5th or 4th turn from the end. Start spamming scoring cards from here.
  • If you draw 私がスター (Unlocked at PLv25), it's your biggest chance.
    • Consumes 好印象 (Impression) for Turn +1. This allows you to earn even more while maintaining high 好印象 (Impression).

> Bonus Hint: 好印象 (Impression) automatically converts to score every turn. Even if you don't draw a strong card, you aren't losing out as long as your 好印象 (Impression) is high.


05—Basic Lesson Flow (Motivation Type)

The Motivation Type follows a completely different game plan. Following these 3 steps in order is critical.

① Early Game (Turns 1-5): Build やる気 (Motivation)

  • Using ワクワクが止まらない on the first turn is the strongest opening move.
    • It grants a stacking やる気 (Motivation) +1 for every メンタル (Mental) card used thereafter.
    • It's common to customize your "Starting Hand" via Memory to bring this in.
  • Combo cards like イメトレ (やる気 (Motivation) + 元気 (Genki)) are also excellent.
  • トキメキ (Massive やる気 (Motivation) + 好印象 (Impression)) is only strong if drawn very early.
  • Goal: Aim for 50-100 やる気 (Motivation) by Turn 5.

② Mid Game (Turns 4-8): Accumulate 元気 (Genki)

  • Once やる気 (Motivation) is sufficient, spam 元気 (Genki)-granting cards.
  • If a card gives 10 元気 (Genki), at 50 やる気 (Motivation), it becomes +60 元気 (Genki).
  • イメトレ is a versatile card that works well from early to mid-game.
  • The "frequency" of 元気 (Genki) application is important. Ways to increase frequency:
    • アイドル魂 (Extra action allows you to stack 元気 (Genki) twice in one turn).
    • 手書きのメッセージ (+10 元気 (Genki) twice → やる気 (Motivation) applies twice).

③ Late Game (Remaining 3-5 Turns): Unload Scoring Cards

  • Use scoring cards that say "Parameter increase based on XX% of 元気 (Genki)" to score big.
  • Generally, cards with higher XX% values are stronger.
  • 届いて! consumes 元気 (Genki), so it is for the Final Turn only.
    • Using it mid-way will empty your 元気 (Genki) and leave your subsequent cards powerless.
  • ゆるふわおしゃべり or ありがとうの言葉 can be used in intermediate turns.

> Super Important: Never mix やる気 (Motivation) Type with 好印象 (Impression) Type. > If you put too many cards of both types, both buffs will remain mediocre and you won't score well. In a やる気 (Motivation) Type deck, keep 好印象 (Impression) cards to the absolute minimum required to trigger 私がスター.


06—The Two Playstyles

Impression Type (Highly recommended for beginners)

Pros:

  • Simple mechanics and easy to handle.
  • Works even with a limited card pool.
  • Highly stable as score increases automatically every turn.
  • Fewer resources to manage and less dependent on luck.
  • Many combo cards (元気 (Genki) + 好印象 (Impression)) make stamina management easier.

Cons:

  • Maximum scoring potential is lower than やる気 (Motivation) Type.
  • Requires some やる気 (Motivation) management (for the cost of みんな大好き, etc.).

Motivation Type (Genki Type)

Pros:

  • やる気 (Motivation) boosts 元気 (Genki) efficiency, leading to hundreds of accumulated 元気 (Genki).
  • Can explode for massive scores with cards like 届いて!.
  • Best potential score output among all plans when everything clicks.
  • Becomes incredibly strong once you obtain 届いて! (Unlocked at PLv44).

Cons:

  • High luck dependency on drawing scoring cards in the late game.
  • Stamina management can be difficult (scoring アクティブ (Active) cards often consume stamina directly).

Comparison Table

Item 好印象 (Impression) Type やる気 (Motivation) Type
Scoring Method Persistent (Auto-add every turn) Burst (Explode in final 3 turns)
Early Game Strength Scores immediately Weak (Buffing period)
Explosiveness ★★★☆☆ ★★★★★
Stamina Management Easy (Many combo cards) Somewhat Difficult
Luck Factor Medium to Low High
PLv40 Suitability ○ → ◎ (After obtaining 届いて!)

07—Priority Cards (Around PLv40)

[Universal] SSS: 私がスター (Unlocked at PLv25 / メンタルカード (Mental Card))

The only card that adds a turn by consuming 好印象 (Impression). It is the strongest and most unique card in Logic.

State Effect
未強化 (Base) Consume 2 好印象 (Impression), Turn +1, Skill Card Uses +1
強化済み (Upgraded) Consume 1 好印象 (Impression), Turn +1, Skill Card Uses +1, Draw 1 Skill Card

Upgrading it halves the 好印象 (Impression) cost and adds a card draw, making it significantly easier to use. Aim to upgrade it as soon as possible.

Use it as soon as you get it. Bringing it in via Memory is also highly effective. This single card fundamentally changes how Logic plays.

> *Note: Strong for やる気 (Motivation) Type too. However, since it requires 好印象 (Impression) to trigger (Base: 2, Upgraded: 1), ensure you have a minimum amount of 好印象 (Impression).*

[Universal] S: アイドル宣言 > Draw 1 card. After upgrading, Stamina cost becomes 0 + Stamina Consumption Down (1T). Great for fixing bad hands + deck thinning. Strong for both types.

[Universal] S: 仕切り直し (Gold / メンタル (Mental)) > Discard and redraw hand + Stamina Consumption Down (4T) + Skill Card Uses +1 + Draw 2 Skill Cards. An excellent utility card for deck thinning, stamina protection, and drawing.

[Universal] S: アイドル魂 > Gain 元気 (Genki) + Skill Card Uses +1 (Extra Action). Using this in the mid-to-late game when やる気 (Motivation) is high allows you to stack 元気 (Genki) explosively in a single turn.


[Impression Type] Priority Cards

SS Rank

みんな大好き (Everyone's Favorite) (Unlocked at PLv34) > Consumes やる気 (Motivation) (2 after upgrading) + Skill Card Uses +1 + Parameter increase based on 90% (Refined 120%) of 好印象 (Impression). The core scoring and loop card for 好印象 (Impression) types. Can be used repeatedly. Truly shines in the late game after deck thinning. Unlocked at PLv34.

星屑センセーション (Unlocked at PLv30) > Directly stacks 5 (7 after upgrading) 好印象 (Impression). If 好印象 (Impression) is 10+, adds 好印象増加量増加 (Impression Gain Up) +50% (5T). Contributes to deck thinning with Skill Card Uses +1. Excellent synergy with 本番前夜.

S Rank

手拍子 > Parameter increase based on 150% (200% after upgrading) of 好印象 (Impression). The main scoring card for 好印象 (Impression) Type. Since it's not restricted, you can put multiple in your deck. Late game is basically "Spam 手拍子." Aim for 3-4 scoring cards in your deck.

200%スマイル > Parameter increase based on 100% (170% after upgrading) of 好印象 (Impression) + stacks 5 (6) 好印象 (Impression). The only card that balances stacking and scoring. Good to bring via Factor. Its upgrade gain is among the highest of all cards.


[好印象 (Impression) Type] Memory Composition (Around PLv40)

必須 (Mandatory):

  • 私がスター (強化済み (Upgraded) + Customization recommended) → Always bring via Memory or Rental.

おすすめ (Recommended):

  • みんな大好き (Loop part from PLv34 onwards)
  • 仕切り直し → Top-tier stamina protection. Hard to find in lessons, so high value for bringing in.
  • 星屑センセーション → Boosts 好印象 (Impression) growth with +50% Gain Up (5T). High value for bringing in.

レンタル (Rental):

  • Always look for a 私がスター Memory.
  • Follow friends with strong Memories.

[好印象 (Impression) Type] Drink Selection

Priority Drink Explanation
★ Top ハツボシエキス Strongest drink that triggers an Active card twice. Ensure you have at least one. Use it on scoring cards like 手拍子.
★ High 初星ホエイプロテイン Excellent choice if below PLv55 (sometimes "3 Proteins" is the meta). Makes stamina management much easier.
★ High ブーストエキス Buff + Stamina Consumption Down. Boosts scoring across multiple turns.
★ High センブリソーダ Draw = Accident prevention. Reliable insurance when scoring cards don't show up.

[Motivation Type] Priority Cards

SS Rank

ワクワクが止まらない > The strongest やる気 (Motivation) builder. Using it on the first turn drastically changes your final やる気 (Motivation) value. Standard strategy is to bring it via Memory with "Starting Hand" customization. Its effectiveness drops significantly if not drawn early, so stable supply is key.

届いて! (Unlocked at PLv44) > The strongest finisher. For the final turn only. Upgrading it massively increases the multiplier (Base 320% → Upgraded 400%). Since it unlocks at PLv44, aim for this level.

S Rank

イメトレ > A safe bet that stacks both やる気 (Motivation) and 元気 (Genki). Not restricted, so you can have multiple.


[やる気 (Motivation) Type] Memory Composition (Around PLv40)

必須 (Mandatory):

  • 届いて! (Scoring Memory. 強化済み (Upgraded) + Customization recommended) → High multiplier difference between 未強化 (Base) and 強化済み (Upgraded) makes it very valuable to bring in.
  • ワクワクが止まらない (Starting Hand customization) → Drastically increases stability by ensuring it's used on Turn 1.

おすすめ (Recommended):

  • 仕切り直し → Top-tier stamina protection. High value for bringing in due to rarity in lessons.

レンタル (Rental):

  • Always bring a 私がスター Memory.
  • Follow friends with strong Memories.

[やる気 (Motivation) Type] Drink Selection

Priority Drink Explanation
★ Top ハツボシエキス Strongest drink that triggers an Active card twice. Ensure you have at least one. Use it on powerful 元気 (Genki) cards like 元気な挨拶 (強化済み (Upgraded)). *Note: 届いて! consumes all 元気 (Genki), so using it twice results in 0 score for the second trigger, making it pointless.*
★ High ブーストエキス Buff + Stamina Consumption Down. Boosts scoring across multiple turns.
★ High センブリソーダ Draw = Accident prevention. Reliable insurance when scoring cards don't show up.

08—Hints When Stuck

Impression Type Hints

好印象 (Impression) only decreases by "1" at the start of the turn > Ending a turn with 20 好印象 (Impression) gives +20 Score. It only becomes 19 at the start of the next turn, so focus on steady stacking without panic.

Wait for sufficient 好印象 (Impression) stack before using scoring cards > Using scoring cards with low 好印象 (Impression) won't result in a big score. Aim to start using them when you have 15-20+ 好印象 (Impression).

Always keep track of your remaining やる気 (Motivation) > Cards like 星屑センセーション (やる気 (Motivation) -3) and みんな大好き (Consumes やる気 (Motivation)) will fail if you run out. Balanced やる気 (Motivation) management is key.

Don't use scoring cards when your buffs are low > If your 好印象 (Impression) isn't stacked high enough, playing scoring cards will yield poor results. Use メンタル (Mental) cards to build up your 好印象 (Impression) and other buffs first.


Motivation Type Hints

Always save 届いて! for the final turn > Since it converts 元気 (Genki) to score by consuming it, using it mid-way will leave you with no 元気 (Genki) and paralyze your subsequent cards. Hold it until the end no matter how bad your hand is.

Don't "only" stack やる気 (Motivation) > やる気 (Motivation) itself provides zero score. Transition to stacking 元気 (Genki) once you have enough やる気 (Motivation). Stacking やる気 (Motivation) 8 times and 元気 (Genki) only 2 times will result in low final 元気 (Genki). Balance is crucial.

Don't use アイドル魂 too early > It provides 元気 (Genki) + an extra action, but its true value is in the mid-to-late game. Using it with low やる気 (Motivation) will only give minimal 元気 (Genki). When used with 50+ やる気 (Motivation), it can grant +60~70 元気 (Genki) in a single turn. Exception: In lessons, if it appears in your opening hand, it's OK to use it early for the 低下無効 (Debuff Immunity) to protect your 体力 (Stamina).

Prioritize "Once per Lesson" (レッスン中1回) scoring cards > Once used, they are removed, increasing the chance of drawing 届いて! or other key scoring cards in the late game. Deck thinning is especially critical for やる気 (Motivation) Type.

Don't neglect stamina management > やる気 (Motivation) Type scoring アクティブ (Active) cards (e.g., 元気な挨拶, ありがとうの言葉) consume 体力 (Stamina) directly. Spamming them without enough 元気 (Genki) to absorb the cost will quickly deplete your 体力 (Stamina). Once your 体力 (Stamina) hits 0, you can no longer use cards that cost 体力 (Stamina). Protect yourself with 仕切り直し (体力消費減少 (Stamina Consumption Down) 4T) or アイドル宣言.

Don't hesitate to use drinks during the 中間試験 (Mid-Term Exam) > Securing 1st place in the 中間試験 (Mid-Term Exam) greatly opens the path to A+. Using ハツボシエキス on 元気な挨拶 to burst in the 中間試験 (Mid-Term Exam) is a valid strategy. Drinks are replenished for the Final Exam anyway.

General Hints

Always obtain and bring 私がスター via Memory > This single card fundamentally changes Logic gameplay. If you get it, use it and prioritize it in your Memory.

叶えたい夢 (強化済み (Upgraded)) is recommended > When Stamina Consumption Reduction becomes 2, many stamina-consuming cards' cost becomes 0. Makes stamina management much easier and is recommended for beginners. Works for both 好印象 (Impression) Type and やる気 (Motivation) Type.

Manage your 体力 (Stamina) and 元気 (Genki) carefully > 元気 (Genki) acts as a shield that absorbs 体力 (Stamina) costs. Unlike Anomaly, there is no automatic 元気 (Genki) gain from switching 指針 (Guidelines). Build a comfortable 元気 (Genki) buffer by including 0-cost cards or 元気 (Genki)-providing cards.

Exhaust "レッスン中1回 (Once per Lesson)" cards in the early game > Thinning the deck early makes it easier to draw key cards in the second half.


09—Conclusion

Logic has two styles with completely opposite characteristics:

  • 好印象 (Impression) Type: A Persistent Style that quietly stacks scores every turn.
  • やる気 (Motivation) Type: A Burst Style that endures in the early game and explodes at the end.

Both styles revolve around the unique card 私がスター.

Where to start:

  1. Create a strong Memory (Rainbow cards are generally strong).
  2. Obtain and refine 私がスター once you reach PLv25.
  3. For 好印象 (Impression) Type: Learn the cycle of stacking 好印象 (Impression) and collecting via アクティブ (Active) cards.
  4. For やる気 (Motivation) Type: Internalize the 3 steps: "やる気 (Motivation)元気 (Genki) → Score."

好印象 (Impression) Type is recommended for beginners due to its stability even with fewer cards. やる気 (Motivation) Type transforms into a beast once you unlock 届いて! at PLv44. If you are around PLv40, we recommend starting with 好印象 (Impression) Type to learn the basics, then trying やる気 (Motivation) Type once you have a better card pool.

Impression Type Quick Memo:

  • Obtain 私がスター.
  • Customize ファンシーチャーム for Turn 1 in your Starting Hand.
  • Once みんな大好き is unlocked at PLv34, learn the basics of the loop.

Motivation Type Quick Memo:

  • Obtain 私がスター.
  • Once 届いて! (PLv44) is unlocked, always refine it and bring it via Memory.
  • Customize ワクワクが止まらない for Turn 1 in your Starting Hand.
  • Keep 好印象 (Impression) cards to the minimum needed to trigger 私がスター.
  • Always secure at least one ハツボシエキス.

Questions and corrections are welcome! 💐

> [!NOTE] > Due to technical issues with Reddit, I might not be able to reply to comments. Sincere apologies for the inconvenience!

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u/hiyoko19 — 19 days ago

[十王邦夫のアイドル強化月間] Sense/HIF Guide

Event Period: Until 6/26 (Fri) 4:59 AM (tentative)

> Due to a Reddit issue, I may not be able to reply to comments. Sorry about that!


■ Overview

  • The event Pアイテム「きらめきリボン」grants ほしのきらめき +80 at the end of an Exam/Audition (up to 2 times per production). Total ほしのきらめき earned does not differ regardless of which training plan you use.
  • If you're aiming for rankings, train with H.I.F.
  • Standard score: 34,000 ≈ Boost Month score: 30,000. Since not everyone is in an S4+ environment, support card quality makes a significant difference.
  • Level cap removed (Switch excluded). All card memories available.
  • Ranking rewards (including namecard parts) are given based on your final ranking.

■ Core Strategy

Focus on deck compression early, then use 世界一の勇気+ right before the final turn to boost parameters by 1100% of your current Good Condition value.

Timing for obtaining unique cards & Pアイテム:

  • Cards: Gift (差し入れ) / Consultation (相談)
  • Pアイテム: 1 obtained after Main Battle ① ends

■ Recommended Unique Cards

世界一の勇気+【Essential】

Raises parameters by 1100% of Good Condition value, then resets Good Condition to 0. ( No stacking / Once per Lesson )

ヒーローとの出会い+

Good Condition +4T · Focus +2. If Good Condition ≥ 4T, grants +1 Skill Card use next turn. If Good Condition ≥ 12T, grants +1 Skill Card use after 2T. ( No stacking / Once per Lesson )

希望が届くまで+

From this point on, whenever a Skill Card moves to exile, gain Good Condition +2T. ( No stacking / Once per Lesson )

おすそわけですっ!+

Focus +3 · From this point on, at the start of each turn, gain Good Condition +2T. ( No stacking / Once per Lesson )

お茶会へようこそ♪+

元気 +5 · Perfect Condition +3T · Skill Card uses +1 · Draw a Skill Card. ( No stacking / Once per Lesson )

朝が満たすまで+

Costs 2T of Good Condition · Focus +5 · After 3T: Good Condition +7T · After 4T: Skill Card uses +1. ( No stacking / Once per Lesson )

正確無比な看板づくり+

Added to hand at Lesson start. Good Condition +5T · Negate one debuff · Skill Card uses +1. ( No stacking / Once per Lesson )

入道雲と、きみ+

Re-activates the effect of the next Active Skill Card used (1 time · 1T) · Costs 5T of Good Condition · Reduces HP consumption for 2T. ( No stacking / Once per Lesson )

u/hiyoko19 — 20 days ago

Sense Plan — Beginner's Guide (around PLv40)

Who this guide is for

> This guide is written for beginners and new players around PLv40. Some details may differ from higher-PL environments.

  • Players who just got a Sense idol and have no idea where to start
  • Anyone confused by terms like 集中, 好調, or 絶好調 on the lesson screen
  • Players familiar with Logic or Anomaly who find Sense feels almost too simple
  • Players around PLv40 who don't have many cards yet

01 ― What is Sense?

Sense is the plan that's been in the game since launch. While Logic builds up 好印象 and Anomaly scores through stance switching, Sense is all about stacking buffs called 集中 and 好調. Combine them with 絶好調 and your score climbs fast — making it one of the friendlier plans for new players. Note that some idols play a little differently, so treat this as a general starting point.

The one-sentence version: "Stack 集中 and 好調 in the early turns, hit 絶好調, then unload your scoring cards."


02 ― Two buffs: 集中 and 好調

Everything in Sense revolves around these two buffs.

集中 — Concentration

  • Persists across turns — it never disappears on its own
  • Adds directly to the score of every card you play
  • Example: with 集中 10, a card that scores 6 actually scores 16
  • The more 集中 you have, the stronger every single card becomes

好調 — Good Condition

  • A turn-count buff that decreases by 1 each turn
  • Multiplies your (card score + 集中) by 1.5
  • When you also have 絶好調, the multiplier grows even further based on how many turns of 好調 you have left

How the math works in practice: Say you have 集中 20, 好調 with 5 turns remaining, and you play a card that scores 10.

  • No buffs: 10
  • 集中 only: 10 + 20 = 30
  • 集中 + 好調 (5 turns): 30 × 1.5 = 45
  • 集中 + 好調 + 絶好調 (5 turns): 30 × (1.5 + 5×0.1) = 30 × 2.0 = 60

That gap is exactly why you should never use your big scoring cards before hitting 絶好調.


03 ― Key terms

Term Meaning
集中 Concentration. Adds directly to card score. Persists until the lesson ends — it never decreases on its own.
好調 Good Condition. A turn-count buff that multiplies your score. Decreases by 1 per turn.
絶好調 Peak Condition. Boosts the 好調 multiplier further based on remaining 好調 turns — the more turns left, the bigger the bonus. This is Sense's maximum damage state.
レッスン中1回 "Once per lesson." Cards with this tag are removed from your deck after use — great for thinning your deck early.
審査基準 Exam criteria. The Vo/Da/Vi ratio for the upcoming exam. Check the graph icon on the top right of the produce screen.

04 ― Basic lesson flow

① Early turns: stack your buffs

Use cards like 静かな意志 and 存在感 to build up 集中 and 好調. Prioritize low-stamina cards — don't burn out before the exam.

② Mid turns: set up 絶好調

Use 魅惑の視線 or similar cards to enter 絶好調. Don't use your big scoring cards before this step — without 絶好調, the multiplier is much weaker and you'll leave a lot of score on the table.

③ Late turns: score hard

Once you have 集中 + 好調 + 絶好調, play 国民的アイドル into コール&レスポンス and watch the score jump. Keep using scoring cards as long as you have 好調 turns remaining.

Bonus tip: Cards with レッスン中1回 disappear from your deck after use. Use them aggressively in the early turns — the more you thin your deck, the more reliably your key cards show up in the late game.


05 ― Two playstyles

集中-focused (recommended for beginners)

Strengths

  • Simple and easy to understand
  • Works with fewer cards
  • Produces stable scores even if your 好調 timing is off

Weaknesses

  • Lower score ceiling than the balanced style

集中 + 好調 balanced (for higher scores)

Strengths

  • The full 集中 × 好調 × 絶好調 combo produces enormous scores
  • シュプレヒコール lets you maintain 好調 without spending a turn

Weaknesses

  • Requires managing 好調 turn count carefully
  • Needs a reliable way to keep 絶好調 active

06 ― Cards to prioritize (within PLv40)

SS Priority

コール&レスポンス (unlocks at PLv11)
The strongest scoring card in Sense. After upgrading, it fires twice — once normally, and once with 集中 applied at 1.5x. The more 集中 you have stacked, the harder the second hit lands. Make sure you upgrade it. The single highest-value card available within PLv40. Always include one.

国民的アイドル (unlocks at PLv25)
Makes the next card trigger twice. Pair it with コール&レスポンス and your score explodes. Essential if you're aiming for S rank or above.

魅惑の視線 (unlocks at PLv30)
The only card in this range that grants 絶好調 without spending a turn. Also reduces stamina cost. Goes in almost every Sense deck.

S Priority

静かな意志 (unlocks at PLv20)
Guaranteed to give both 集中 and 好調 from your opening hand. Cuts down on early bad starts significantly.

存在感 (unlocks at PLv31)
Builds 集中 without spending a turn. The earlier you use it, the bigger your late-game scoring turns become.

シュプレヒコール (unlocks at PLv33)
Maintains 好調 without spending a turn while also scoring a little. Excellent for keeping 好調 alive into the late turns.

A Priority

飛翔 (unlocks at PLv6)
Solid scoring card with 集中 applied at double value. A reliable fallback when コール&レスポンス isn't in hand.

ハイタッチ (unlocks at PLv13)
After upgrading, applies 集中 at double value. Low rarity means it's easy to obtain before the mid-exam.

鳴り止まない拍手 (unlocks at PLv38)
Stacks both 集中 and 好調 simultaneously with reduced stamina cost. Makes the early turns much smoother.


07 ― Exam timing: using 審査基準

During exams, each turn is assigned a Vo, Da, or Vi attribute. Your score on that turn scales with your stat in that attribute — so knowing which turns are coming matters.

How to check

Look at the graph icon on the top right of the produce screen. The tallest bar is your primary 審査基準 (marked ◎).

The last three turns are fixed

Turn Attribute
Final turn 審査基準 1st (◎)
2nd to last 審査基準 2nd
3rd to last 審査基準 3rd

In practice: Try to save 国民的アイドル + コール&レスポンス for the final turn — it's always your strongest attribute. On turns with your weakest attribute, use setup cards instead of wasting scoring cards.


08 ― Tips when you're stuck

Never use scoring cards without 絶好調
The multiplier drops significantly without it. Always secure 絶好調 before unloading your big cards.

Focus on 好調 first, especially early on
Stacking 集中 alone won't get your score very far. Build 好調 alongside it — just 集中 is not enough.

Thin your deck early
Use レッスン中1回 cards as fast as you can at the start. By the second half of the lesson, you want mostly key cards cycling through.

Think before using 国民的アイドル
It doubles the next card's effect. Using it on a weak card is a waste — only play it when コール&レスポンス or another strong scorer is in hand.

Stamina management is on you
Unlike Anomaly, Sense has no built-in mechanic like automatic 元気 gain from stance switching. Lean on zero-stamina cards like 存在感 and シュプレヒコール in the early turns to keep yourself healthy.


Final thoughts

Unlike Anomaly's stance switching or Logic's 好印象 stacking, Sense has a simple core loop: stack 好調 and 集中, hit 絶好調, then score.

If you're just starting out, get コール&レスポンス and 国民的アイドル as your first priority — and make sure to upgrade コール&レスポンス. Those two cards will show you what Sense is capable of.

Questions and corrections welcome 💐

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u/hiyoko19 — 24 days ago