Rules & beginner guides
Gundam Assemble Rulebook Guide - Core Rules and Game Mechanics
Complete guide to the Gundam Assemble Official Rulebook covering the Timeline system, combat rules, squad building, and tactical gameplay.
The Gundam Assemble Rulebook provides the complete framework for this fast-paced tactical miniatures game featuring legendary Mobile Suits from across the Gundam franchise. Version 1.0 of the Official Core Rulebook, updated August 28, 2026, establishes the rules for commanding squads of iconic units in lightning-fast skirmishes or cinematic story scenarios drawn from Gundam’s most memorable conflicts.
This comprehensive guide breaks down the essential systems and mechanics detailed in the Gundam Assemble Rulebook, helping players understand the Timeline system, combat resolution, squad building, and victory conditions that define gameplay.
Understanding the Timeline System
The Timeline (TL) system forms the core of Gundam Assemble’s gameplay structure. Rather than alternating turns, players activate units based on their position on a Timeline track consisting of 10 spaces representing the 10 rounds of each Phase.
Setting Up the Timeline
Each unit begins with a starting Timeline value printed on its card. Players place Timeline tokens for their units on the corresponding space of the track. When multiple units occupy the same space, stack the tokens with units on top activating first. The player with the lowest starting Timeline value acts first; ties are resolved with a single attack die roll.
Timeline Costs and Progression
Most actions have a Timeline cost that determines when a unit acts again. When taking an action, move that unit’s Timeline token forward by the cost amount immediately after declaring the action. For example, attacking with a weapon that has TL cost 3 moves the unit’s token three spaces forward.
If a TL cost would move a token beyond space 10, advance to space 10, return to space 1, and continue counting. Units spending more than 10 TL in a single activation advance into the next Phase. When placing a token on a space with allied units, stack it on the bottom of existing tokens.
Phase Structure
Games consist of two Phases, each with 10 rounds, for 20 total rounds. At the end of Phase 1, players draw three new Tactics cards from their deck. At the end of Phase 2, players compare victory point totals to determine the winner. Games can extend beyond two Phases by adding three Tactics cards to each deck per additional Phase.
Unit Cards and Tactics Deck
The Gundam Assemble Rulebook defines two primary card types that drive gameplay: Unit Cards and Tactics Cards.
Unit Card Components
Each unit card displays seven essential elements:
| Component | Function |
|---|---|
| Name and Model Number | Identifies the unit with a signature title |
| Starting Timeline Value | Determines initial placement on Timeline track |
| Hit Points | Tracks damage; unit defeated at zero |
| Victory Point Value | Points opponent earns for defeating this unit |
| Traits | Pilot, faction, and characteristics for deck building |
| Weapons | Available attacks with range, strength, and TL cost |
| Abilities | Special powers and effects the unit can use |
Tactics Card Types
Tactics cards come in three types with specific timing rules:
Attack Cards replace a unit’s Primary Attack Action and typically include a Timeline cost. They provide unique weapon attacks or allow additional attacks with existing weapons.
Command Cards can only be used while activating a unit, once per activation. Command abilities may not be used in the middle of another action unless specified.
Response Cards trigger in response to specific situations regardless of which player is acting. Players may respond to a single trigger with multiple abilities but cannot respond to the same trigger with the same ability multiple times.
Players begin with a nine-card Tactics deck, draw three cards at game start, and draw three more at the end of Phase 1.
Combat and Attack Resolution
The Gundam Assemble Rulebook establishes a detailed combat system with specific steps for declaring attacks, rolling dice, and resolving damage.
Attack Sequence
- Declare the attack and choose a weapon
- Verify range and Line of Sight to target
- Pay the Timeline cost
- Players may respond before dice are rolled
- Roll attack dice equal to weapon Strength
- Players may respond after dice are rolled
- Resolve critical hit effects
- Deal damage equal to hits minus Shields
- Players may respond after damage is dealt
Accuracy and Hit Determination
By default, attack dice showing 4 or greater score hits. Accuracy modifiers add or subtract from die values, excluding rolls of 1, 9, or 10. Rolls of 1 always miss regardless of modifiers. Rolls of 9 or 10 always score critical hits and trigger the weapon’s critical hit effect.
Elevation affects accuracy: targeting a unit at higher elevation applies -1 Accuracy, while targeting a lower elevation grants +1 Accuracy.
Line of Sight Rules
Attacks at range 2 or greater require clear Line of Sight, determined by drawing an imaginary line from the center of the attacker’s hex to the target’s hex. Line of Sight is blocked when the line passes through:
- Terrain at higher elevation than both attacker and target
- Enemy units (other than target) at same elevation as both attacker and target
- Enemy structures at same elevation as both attacker and target
When attacker and target are at different elevations, Line of Sight is blocked if the line passes through terrain or enemies at an elevation equal to whichever unit is on higher ground.
Area of Effect Attacks
Some weapons target all enemies within a specified area pattern. When declaring an AoE attack, place the pattern matching the weapon’s diagram. All AoE attacks ignore units and Garrisons when determining Line of Sight. Make a single attack roll, then calculate hits individually for each target accounting for terrain modifiers.
Movement and Terrain Rules
The Gundam Assemble Rulebook defines multiple movement types and terrain interactions that create tactical depth.
Basic Movement Actions
Advance allows a unit to move up to three hexes as a free action each activation. Speed Upgrades increase this distance by one hex per Speed bonus.
Dash is a Primary Action costing two TL that moves a unit up to two hexes. Dashing is affected by terrain and Engagement but not by Speed bonuses.
Engagement occurs when a unit is adjacent to an enemy unit or Garrison at the same elevation. Engaged units receive -1 hex penalty to all movement and must target at least one Engaged enemy when attacking.
Elevation and Jumping
Moving to a higher elevation costs one additional hex of movement per level gained. Moving to lower elevation has no penalty.
Units on elevated terrain automatically jump while moving. Their current elevation becomes their starting elevation for the entire movement, allowing them to move across gaps or over enemies at lower elevations. Units only spend additional movement when moving to higher elevation than their starting elevation.
Special Terrain Types
Water imposes -1 hex movement penalty and -1 Accuracy penalty both when attacking from water and when attacking targets in water (cumulative -2 if both are in water).
Debris Fields impose -1 hex movement penalty and -1 Accuracy penalty with the same cumulative rules as water.
Minovsky Particles impose -2 Accuracy penalty on non-adjacent attacks when either attacker or target (or both) are inside the particles. This penalty is not cumulative.
Impassable Terrain cannot be entered or crossed unless a unit has the Hover ability.
Building Your Squad and Deck
The Gundam Assemble Rulebook provides flexible squad building rules with specific deck construction requirements.
Squad Composition
Squad size is determined by the chosen scenario, typically three or five units. Players may select any units of their choice with one restriction: you cannot include multiple copies of a unit with the same card number unless that unit is Mass Produced.
Mass Produced units allow multiple copies in a squad, but each unit and its Timeline token must be easily distinguishable through paint schemes, base modifications, or other clear methods.
Tactics Deck Requirements
Players build a deck of exactly nine Tactics cards following these rules:
- Signature Cards feature a specific unit’s title and can only be included if your squad contains that unit
- Faction Cards specify traits like Earth Federation or Zeon and require at least one unit with a matching trait in your squad
- One Copy Per Card - only one copy of each card allowed in the deck
Cards without faction requirements or specific unit titles can be included in any deck.
Targeting Restrictions
Many Tactics cards only target units with specific names or traits. Signature cards that call out a unit by name must target an allied unit with the matching signature title, even if other units share the same base name.
Scenarios and Victory Conditions
The Gundam Assemble Rulebook emphasizes scenario-based gameplay with multiple paths to victory.
Victory Point Sources
Players earn victory points through multiple methods:
- Defeating enemy units: VP equal to the unit’s VP value
- Defeating enemy Garrisons: 2 VP each
- Rescuing allied Garrisons: 2 VP each
- Controlling Objectives: VP amounts specified by scenario
- Completing scenario goals: Amounts defined per scenario
Objective Control
Objectives begin in a neutral state. When a unit ends its activation on or adjacent to an Objective, it contests that Objective. If the number of allied units contesting exceeds enemy units, the contest succeeds.
A successful contest on a neutral Objective captures it. A successful contest on an enemy-controlled Objective returns it to neutral. Once captured, Objectives remain controlled until the opponent wins a contest.
Some Objectives can be picked up and carried like Upgrades. Units drop carried Objectives when Dashing, being Pushed or Pulled, or being defeated.
Garrison Rules
Garrisons represent auxiliary forces and can be attacked (enemy) or rescued (allied). Each Garrison has one hit point. To rescue an allied Garrison, spend two TL while adjacent to it. Both actions award two victory points.
Enemy Garrisons block Line of Sight and movement and cause Engagement exactly like enemy units, though they don’t count as units for abilities that specifically target units.
Frequently Asked Questions
Can I use Command abilities in the middle of movement? No. Command abilities may not be used during another action unless specifically stated by the ability. Complete your movement before using Command abilities.
Do critical hits work with negative Accuracy modifiers? Yes. Rolls of 9 or 10 always score critical hits regardless of Accuracy modifiers. However, Accuracy modifiers do not turn lower rolls into critical hits.
What happens when a unit is defeated? Remove the unit from the board, return it to Reserve, move its Timeline token two spaces forward as a penalty, and reset hit points to maximum. Status effects are removed but Energy and Upgrades are retained. The opposing player gains VP equal to the unit’s VP value.
Can Shields prevent all damage from an attack? Yes. If active Shields equal or exceed the number of hits scored, all damage is prevented. However, critical hit effects still trigger even if Shields prevent all damage.
Do Speed bonuses affect Dashing? No. Speed bonuses only increase the distance of the Advance action, not Dash or other movement types.
Can I deploy a unit if deployment hexes are blocked? Yes. Choose a deployment hex, treat it as empty, deploy the unit, and immediately Advance. After Advancing, the blocking unit must spend 2 Timeline to Energize and remains in Reserve until its next activation.
How do status effects interact with defeated units? When a unit is defeated, all status effects are removed. When the unit redeploys, it starts fresh without any status effects.
Can I play more than one Tactics card per activation? No. Players may play up to one Tactics card per activation.
The Gundam Assemble Rulebook establishes a tactical framework where Timeline management, positioning, and resource allocation determine battlefield success. Understanding these core systems enables players to execute effective strategies whether recreating iconic Gundam conflicts or creating entirely new battles across the franchise’s expansive timeline.