Gundam Assemble

Rules & beginner guides

Gundam Assemble Rules: Complete Guide to Setup and Gameplay

Master Gundam Assemble rules with this comprehensive guide covering setup, unit actions, movement, combat, and victory conditions.

Gundam Assemble is BANDAI’s tactical board game that brings mobile suit combat to your tabletop. Understanding the Gundam Assemble rules is essential for commanding your squad effectively and achieving victory. This guide walks you through everything from initial setup to winning the game.

Essential Components and Setup

Before diving into the Gundam Assemble rules, you need to prepare the required components for your scenario. Each game requires one game board, six units with their corresponding unit cards, two scenario objectives, 18 tactics cards, one round token, six timeline tokens, and 15 attack dice. Additional tokens specific to your chosen scenario should also be prepared.

The setup process follows seven distinct steps. First, place the game board in the center of your play area. Second, position scenario-specific components on the board including bases or carriers, garrisons, additional upgrades, energy, scenario objectives, and terrain. Third, place additional components within reach of all players: status effect tokens, energy, attack dice, objective control tokens, and other unit-specific components.

Fourth, each player selects either the red or blue side, reveals their squad, and places the corresponding unit cards in the play space. Fifth, players place timeline tokens for each unit on their chosen side of the Timeline Track at the round number shown on each unit card’s starting timeline value. When multiple units share the same round, stack their tokens in your preferred order.

Sixth, each player shuffles their nine tactics cards and draws three cards to form their starting hand. Seventh, advance the round token to the lowest numbered round containing timeline tokens and begin with the unit whose token sits on top. If multiple players have tokens on the same round, each rolls one attack die and the higher roll determines who goes first.

Core Gundam Assemble Rules for Unit Actions

The Gundam Assemble rules structure unit activation around four possible actions that can be performed once each in any order. Action A is Advance, which allows unit movement. Action B represents Primary Actions, and you must choose one per activation: Attack (B-1), Dash (B-2), Energize (B-3), or Rescue (B-4). Action C enables using Command Abilities, while Action D allows playing a Tactics Card.

When activating a unit during your turn, you execute one primary action alongside any combination of the optional actions. This flexibility lets you adapt your strategy based on battlefield conditions. You might advance your unit into position, launch an attack against an enemy, use a command ability to buff your squad, and play a tactics card to gain an advantage—all in a single activation.

Movement and Combat Mechanics

Movement and combat form the foundation of Gundam Assemble rules. Units move across a hex-based map, and understanding the movement restrictions is critical for tactical positioning. A unit may stop on any hex within its allowed movement distance. However, once a unit stops moving and performs another action, it cannot resume moving during that activation.

Only one unit can occupy a hex at any time. When moving, your units can pass through hexes containing allied units but cannot pass through hexes with enemy units. This forces you to plan routes carefully and creates opportunities for blocking enemy advances or protecting key positions.

The hex-based system rewards strategic thinking. You need to consider line of sight, firing ranges, and terrain effects when positioning your units. Proper movement can mean the difference between a successful attack and leaving your units vulnerable to counterattacks.

Understanding Unit Cards and Abilities

Unit cards contain nine essential pieces of information that define how each mobile suit performs in battle. Hit Points indicate how much damage a unit can sustain before being destroyed. Victory Points show how many VP your opponent earns by destroying that unit. Starting Timeline Values determine when the unit first activates.

Each card displays the Unit Name and shows the physical Unit miniature. Traits define special characteristics that may interact with specific abilities or cards. The Weapons section lists all armaments available to the unit with their ranges and effects. Abilities describe special rules unique to that unit. Finally, the Unit Card Number serves as a unique identifier.

Units and their weapons each have abilities that trigger special effects during gameplay. These abilities give each mobile suit a distinct tactical role. Some units excel at long-range bombardment, others specialize in close combat, and some provide support to allied units. Leveraging your units’ unique abilities creates synergies and tactical advantages against your opponent.

Tactics Cards and Deck Construction

The Gundam Assemble rules for tactics cards add a layer of strategic depth beyond unit positioning. At the start of each game, players construct a nine-card tactics deck. After shuffling without looking at the cards, you draw three cards to form your initial hand. At the end of the first phase—after 10 rounds of play—you draw three additional cards to expand your hand.

Your tactics card deck can include any card as long as at least one unit in your squad meets its requirements. With some exceptions, you can normally only include one copy of each tactics card in your deck. This restriction encourages diverse deck building and prevents overly repetitive strategies.

Tactics cards align with different Gundam series and factions. When building your deck, choose cards that complement your squad’s affiliations and support your intended combat strategy. A well-constructed tactics deck can swing battles in your favor by providing tactical options at critical moments.

Squad Building and Customization

Most scenarios allow you to build custom squads from various Gundam series and factions. The Gundam Assemble rules for squad building are straightforward: you may include any units you choose as long as you don’t exceed the scenario’s unit limit. However, you cannot include multiple copies of a unit with the same card number unless those units have the Mass Produced trait.

This restriction encourages variety in squad composition. You need to balance your force with different unit types rather than fielding multiple copies of the most powerful mobile suit. Consider including units that fill different tactical roles: frontline attackers, ranged support, and units with command abilities that benefit your entire squad.

Your squad composition directly influences your deck-building options since tactics cards require specific units or affiliations. Choose units that work well together and enable tactics cards that support your overall strategy.

Timeline System and Turn Order

The timeline system is a unique element of Gundam Assemble rules that determines activation order. Rather than alternating turns, units activate based on their position on the Timeline Track. Each unit card shows a starting timeline value that indicates which round the unit first activates.

As rounds progress, the round token advances through the timeline. When it reaches a round containing timeline tokens, those units activate. If multiple units activate in the same round, the player who stacked their tokens determines the order for their own units. When both players have units activating in the same round, they roll attack dice to determine who goes first.

This timeline system creates interesting tactical decisions. Units with lower starting timeline values activate earlier but may take longer to activate again. Faster units can strike first and reposition before slower enemies respond. Understanding the timeline flow helps you coordinate attacks and defensive maneuvers.

Victory Conditions and Scoring

Victory in Gundam Assemble comes from accumulating victory points. The Gundam Assemble rules award VP through two primary methods: destroying enemy units and achieving scenario objectives. Each enemy unit displays a VP value on its unit card, which you earn upon destroying that unit.

Scenario objectives provide additional ways to earn VP and vary between scenarios. Some objectives reward controlling specific hexes on the map, while others require completing particular tasks. The player with the most VP at the end of the game wins in most scenarios.

This dual path to victory creates strategic tension. You must balance aggressive unit destruction with objective control. Sometimes the optimal play involves sacrificing a unit to secure a high-value objective. Other times, eliminating a powerful enemy unit opens up the battlefield for easier objective completion.

Terrain and Upgrades

The game board contains various terrain types that affect unit movement and combat. Terrain can provide cover, block line of sight, or impose movement penalties. How you maneuver around terrain significantly impacts your tactical options.

Upgrade tokens scattered across the map provide advantages to units that claim them. Controlling key upgrade positions can shift the momentum of battle. Factoring terrain and upgrades into your movement decisions is essential for mastering the Gundam Assemble rules.

Frequently Asked Questions

Can a unit move after attacking?

Yes. The Gundam Assemble rules allow you to perform actions A through D once each in any order. You can advance before or after taking your primary action, as long as you don’t resume moving after stopping.

What happens when multiple units activate in the same round?

If units from the same player activate in the same round, that player chooses the order using their stacked timeline tokens. If both players have units activating, they each roll one attack die and the higher roll determines who goes first.

Can I include duplicate units in my squad?

No, unless the units have the Mass Produced trait. You cannot include multiple copies of a unit with the same unit card number in your squad.

How many tactics cards can I have in my hand?

You draw three cards at the start of the game. After the first phase ends (after 10 rounds), you draw three additional cards. There’s no specified hand size limit mentioned in the basic rules.

When do I earn victory points for destroying an enemy unit?

You earn VP immediately when an enemy unit is destroyed. The VP value is shown on the destroyed unit’s card.

Can units pass through hexes with enemy units?

No. The Gundam Assemble rules specify that units cannot pass through hexes containing enemy units and must detour around them. However, you can pass through hexes with allied units.

What’s the difference between Advance and Dash?

Advance is Action A and can be used alongside a primary action. Dash is a specific primary action (B-2) that presumably allows different movement options, though the basic rules guide doesn’t detail the specific differences.

The Gundam Assemble rules create a tactical experience that balances unit positioning, card play, and objective control. By mastering setup procedures, understanding unit actions, and building synergistic squads and decks, you’ll command your mobile suits effectively and secure victory on the battlefield.