Gundam Rules — home

Cards and Abilities

Most of the units featured in Gundam Assemble possess unique abilities that can be used at various points during gameplay, and players will begin each game with a deck of Tactics cards that can likewise be played at various times. Each type of ability and its rules are described in the following sections.

As a general rule, for abilities with multiple effects, players must resolve each effect before moving on to the next effect, and must resolve effects in the order printed. If an ability or effect cannot be resolved in its entirety, resolve as much of the ability or effect as possible.

Abilities and effects that say a unit can't do something take precedence over abilities and effects that allow a unit to do something.

Command Abilities

Command abilities can only be used while activating a unit, and each can be used only once per activation. For Command abilities printed on unit cards—or for Tactics cards featuring the name of a specific unit—you must be activating the unit in question to use those cards or abilities.

Command abilities may not be used in the middle of another action unless otherwise specified by the ability.

Hyperspeed Command Tactics card beside the RX-78-2 Gundam unit card. Frenzied Charge is outlined in red; both complete cards, card icons, stats and labels are visible.

Response Abilities

Response abilities are used in response to a specific situation or trigger, stated on the card or ability.

Responses may be used as soon as the stated conditions are met, regardless of which player is currently acting or what actions are currently being resolved. When a Response is triggered, resolve its effect entirely before resuming other actions.

Players may respond to a single trigger with a combination of cards and abilities if able, and may use the same response ability multiple times during an activation if responding to separate triggers, but may not respond to a single trigger with the same ability multiple times.

Federation Shield Response Tactics card beside the RX-78-2 Gundam unit card. Escape from Side 7 is outlined in red. The separate boxed multi-target Response example is linked to this occurrence.

Areas of effect or other attacks targeting multiple units create separate triggers for each unit included in the attack.

Duel Gundam is attacking the Gundam RX-78-2 and the RX-77-2 Guncannon with its Grenade Launcher area of effect attack. The Duel Gundam’s ally, the MP-02A Oggo, is positioned nearby where it can use its Artillery Support Response ability to deal additional damage. While the Duel Gundam’s attack damages both the RX-78-2 Gundam and RX-77-2 Guncannon at the same time, each unit damaged by the attack acts as a separate trigger for the MP-02A Oggo, allowing it to use its Artillery Support to deal additional damage to both targets.

The player currently activating a unit must decide first whether or not to respond to a trigger.

Attack Abilities

Some abilities allow a player to make an attack with a unique weapon. These abilities take the place of a unit’s Primary Attack Action, meaning they can’t be used during the same activation the player made a standard attack unless otherwise specified by the ability. These abilities typically include a Timeline cost that must be paid when using the ability.

Some abilities allow units to make additional attacks with weapons already printed on the unit card. These are in addition to the unit’s Primary Attack Action unless otherwise specified.

For attack cards featuring the name of a specific unit, you must be activating the unit in question to make that attack.

Epic Shot Attack Tactics card showing its Beam Rifle values and Strength, Range and Critical effects, with the complete boxed RX-78-2 example below it.

Player A decides to play “Epic Shot” while activating the RX-78-2 Gundam. This card replaces the RX-78-2 Gundam’s Primary Attack Action for this activation. The RX-78-2 Gundam will make an attack with its Beam Rifle as described by the card, spending the necessary TL for making the attack and carrying out the attack resolution as normal.

Ongoing Abilities

Ongoing abilities are active from the outset of the game. These abilities do not require Energy and do not need to be activated.

The XXXG-00W0 Wing Gundam Zero (EW), for example, scores critical hits when rolling 7's or 8's due to its "Zero System" ability.

Wing Gundam Zero (EW) unit card with its Zero System ability outlined in red and the red hex pattern inset visible; the linked introductory example is on p32.

Setup Abilities

Setup abilities are resolved while players are setting up the game, before the game begins. Resolve these abilities in order starting with the first player to act. If a player possesses more than one setup ability, resolve those abilities in any order.

The Buster Gundam, for example, starts the game with a special Weapon card in play.

Buster Gundam unit card with Locked and Loaded outlined in red. The separate Setup example sentence preceding the card is linked to the occurrence.

Abilities Requiring Energy

Many abilities require a player to spend Energy, which can be acquired in a variety of ways. These abilities can be used during the same activation the Energy is acquired, but the Energy must be spent by the unit activating the ability.

RX-78-2 Gundam unit card with Frenzied Charge outlined in red, all card effects and weapon labels visible, and the complete Energy example box below.

Player A is currently activating the RX-78-2. During the RX-78-2 Gundam’s last activation, player A used the Energize Primary Action to give the RX-78-2 Gundam 1 Energy. This activation, they want to use the RX-78-2 Gundam’s “Frenzied Charge” ability. “Frenzied Charge” is a Command ability that requires Energy. Player A must spend the RX-78-2 Gundam’s Energy during their activation to activate the ability.