Gundam War
Gundam War Rulebook
Table of Contents
Table of Contents
Chapter 1: The Cards
Card Breakdown
Card types (left upper corner of card): UNIT, CHARACTER, OPERATION, COMMAND, or GENERATION.
Rarity (left bottom of card): Rare, Uncommon, or Common.
Card number (left bottom of card): e.g. U-S1, CH-W4, O-Z9, C-X41, G-Z112, or SP-1 (Special promotion cards).
Card color: There are 6 different colors, each representing a faction. Each faction has distinctive game strengths (see next page).
- BLUE: Earth Federation, A.E.U.G.
- GREEN: Principality of Zeon
- BLACK: Titans, Zanscale Empire
- RED: Neo Zeon
- BROWN: Turn A, Gundam X
- WHITE: Wing Gundam, Gundam Seed
[BLUE] Earth Federation, A.E.U.G. Good at recovery, production, and defense effects. Many of the main characters in the Gundam TV series belong to this faction.
[GREEN] Principality of Zeon Contains strong COMMAND cards, with serious damage effects to the opponent.
[BLACK] Titans, Zanscale Empire Specializes in effects that apply to multiple cards, and is adept at destroying individual cards too.
[RED] Neo Zeon Cross-Bone Vanguard. Defense-oriented, concentrating on cards that void the opponent's card effects.
[BROWN] Turn A, Gundam X Contains many effects to recycle cards from the Discard Pile or Junkyard.
[WHITE] Wing Gundam, Gundam Seed Contains many of strong UNIT and COMMAND cards.
IMPORTANT! If the text of a card and the rules contradict each other, the card text ALWAYS takes priority.
Unit Cards
The futuristic battle suits that fight for you, such as Mobile Suits, Mobile Armors, Battleships, Fortress, etc. UNIT cards are brought in play by placing them on the Station area. UNIT cards can be used to Attack or Defend by themselves or with attached CHARACTER or OPERATION cards. Only 1 UNIT card per turn can be played.
Card parts (as labelled on the printed card diagram): FLAVOR TEXT; CORPS GENERATOR POWER; TOTAL GENERATOR POWER; CARD TYPE; CARD COST; UNIT TYPE; BATTLE POINTS; RARITY & CARD NUMBER; NAME; EFFECT.
Corps Generator Power: The least amount of GENERATION cards with a specific Corps symbol (Earth Federation, Neo Zeon, etc.) you must have in your Station area to bring this card into play.
Total Generator Power: The total amount of GENERATION cards you must have in your Station area to bring this card into play.
Card Cost: The amount of cards you must pay from your Nation Pile to the Discard Pile to bring this card into play, in addition to the Corps and Total Generator Power requirements.
Card Name
Effect: The effect the card has during the game.
Flavor text
Battle Points: The card's strength in Battle. From top to bottom: STRIKE POINTS, SHOOTING POINTS and DEFENSE POINTS.
IMPORTANT! When an asterisk (*) appears in the above formula, it represents a "0" (zero) that cannot be altered. In other words, card effects that add or subtract from it in any way are negated.
Rarity & Card Number
UNIT Type: The area where this UNIT card can engage in Battle (Earth or Space).
Character Cards
Characters provide extra Battle Points or additional game effects to a UNIT card. CHARACTER cards are brought in play by placing them on UNIT cards in the Station area unless otherwise specified on the card. Only 1 CHARACTER card can be played per play.
Card parts (as labelled on the printed card diagram): FLAVOR TEXT; CORPS GENERATOR POWER; TOTAL GENERATOR POWER; CARD TYPE (UNIT) = the card this CHARACTER card can be Set-on; CARD COST; BATTLE POINTS; RARITY & CARD NUMBER; CARD NAME; DESIGNATION; EFFECT.
Corps Generator Power, Total Generator Power, Card Cost, Card Name, Effect, Flavor text, Battle Points, and Rarity & Card Number are defined as for UNIT cards above.
Designation: Shown on the card beneath the card name. The manual defines the designation codes as follows:
Male/Female Designation: M=Male, F=Female.
Adult/Child Designation: Ad=Adult, Ch=Child.
New Type/Coordinator Designation: NT=New Type, CO=Coordinator.
Command Cards
Events that provide additional game effects during game phases. COMMAND cards are brought in play by placing them in the Station area. Multiple COMMAND cards can be played during one turn, providing their Card Costs can be paid and Generator Power requirements met. COMMAND cards are sent to the Junkyard immediately after use.
Card parts (as labelled on the printed card diagram): FLAVOR TEXT; CORPS GENERATOR POWER; TOTAL GENERATOR POWER; CARD TYPE; CARD COST; RARITY & CARD NUMBER; EFFECT.
Corps Generator Power, Total Generator Power, Card Cost, Card Name, Effect, Flavor text, and Rarity & Card Number are defined as for UNIT cards above.
Operation Cards
Strategic cards which provide additional game effects during game phases. OPERATION cards are brought in play by placing them in the Station area or sometimes attaching them to a UNIT card. The Effect remains valid while this card is in play (until destroyed by the opponent). Only 1 Operation card can be played per turn.
Card parts (as labelled on the printed card diagram): FLAVOR TEXT; CORPS GENERATOR POWER; TOTAL GENERATOR POWER; CARD TYPE OPERATION (UNIT) = the card this OPERATION card can be Set-on; CARD COST; RARITY & CARD NUMBER; CARD NAME; EFFECT.
Corps Generator Power, Total Generator Power, Card Cost, Card Name, Effect, Flavor text, and Rarity & Card Number are defined as for UNIT cards above.
Generation Cards
Represent the army's manpower resources and technology. Generator Power requirements must be met to bring cards into play during the game. GENERATION cards are brought into play by placing them in the Station area. GENERATION cards are the only cards in the Gundam War CCG that do not require a Card Cost to be paid to be brought into play.
Card parts (as labelled on the printed card diagram): CARD TYPE (GENERATION); CORPS SYMBOL; CARD NAME; RARITY & CARD NUMBER; EFFECT.
Corps symbol: 1 GENERATION card produces 1 Generator Power for the faction (Color) this Corps belongs to, unless otherwise specified on the card.
Card Name
Effect: The effect the card has during the game.
Rarity & Card Number
IMPORTANT! Basic GENERATION Cards all follow the same format: (Auto A) Generate 1 (color) Generator Power. GENERATION Cards with any other effects are known as Special GENERATION cards.
Playmat
The Gundam War Starter Deck comes complete with a Playmat. The Playmat includes the following areas:
- Hangar area: An area OFF THE PLAYMAT, to the left of the Station area. Cards are moved here FACE UP. Cards in the Hangar area may be used by the Hangar's owner as if they were held in his hand.
- Nation Pile: The area where a player's Deck is placed, FACE DOWN.
- Discard Pile: The area to which a player discards to pay a Card Cost or to move cards from Nation Pile as Battle Damage. Discards are always FACE DOWN.
- Space area: The area where UNIT cards with UNIT Type "Space" engage in Battle.
- Earth area: The area where UNIT cards with UNIT Type "Earth" engage in Battle.
- Station area: The staging area for your UNIT, CHARACTER, OPERATION and GENERATION cards. Any Attack or Defense must originate with a card from the Station area.
- Junkyard: The area in the bottom right of the Station area to which a player discards when a card is destroyed. Cards are moved here FACE UP.
- Defunct Pile: An area OFF THE PLAYMAT, to the right of the Station area. Cards are moved here FACE UP. Cards in the Defunct Pile may not return to the game.
Chapter 2: Game Sequence
Beginning Play
To begin play, make sure each player has:
- a Deck of 50 cards
- a Playmat
- a Game Manual (one per Starter Deck)
- several coins (some cards require coins to track points)
IMPORTANT! Although normal gameplay requires a 50 card Deck, two players can immediately begin playing with this 60-card Starter Deck by constructing two 30-card Decks.
Deck Building: When building your 50-card Deck, there is one simple rule to keep in mind: All cards are limited to 3 copies per Deck, except GENERATION cards, which are unlimited. You are also allowed to mix cards of all factions and Corps in your deck.
Winning the Game: To win, a player must be the last player to have cards remaining in their Deck on the Nation Pile.
Losing the Game: A player loses the game when the player's Deck on the Nation Pile is exhausted.
Sequence of Gameplay
Damage and Battle Damage: It is very important to remember the difference between "Damage" and "Battle Damage" in Gundam:
"Damage" is inflicted to in-play cards, not the Nation Pile. Damage is applied to cards and compared to their DEFENSE POINTS.
"Battle Damage" is inflicted to the Nation Pile, not in-play cards. Battle Damaged Nation Pile cards are moved to the Discard Pile FACE DOWN.
Each player's turn consists of proceeding through all four phases of gameplay. Players alternate turns until there is a winner. The phases are explained more fully in the Gameplay section.
Turn structure (flowchart as printed):
- Reroll Phase: Reroll all the cards.
- Draw Phase: Draw a card from your Deck on the Nation Pile.
- Assign Phase: Play up to 1 card of each card type (UNIT, CHARACTER, OPERATION, GENERATION). IMPORTANT: COMMAND cards are not limited by this rule.
- Battle Phase:
- a) Attack Step: Attacker brings his UNIT cards to the Earth or Space area.
- b) Defense Step: Defender brings his UNIT cards to the Earth or Space area to prevent the opponent's Attack.
- c) Resolution Step: Resolve the Battle.
- d) Return Step: Move any UNIT cards (with any attached CHARACTER or OPERATION cards) in the Earth or Space area to the Station area.
- e) End Step: Adjust Attacker's hand to 6 cards (if necessary).
Gameplay
Now the moment has come to prove who is the master of Gundam! The following in-depth rules take you through each phase of gameplay. When the smoke of battle clears, there can be only one victor!
Before the game begins, each player should:
- Compile a 50 card Deck.
- Shuffle their Deck and place it FACE DOWN on their Nation Pile.
- Draw a 6 card hand*.
Once this preparation is complete, flip a coin or play rock-paper-scissors to determine who goes first.
IMPORTANT! Although normal gameplay requires a 50 card Deck, two players can immediately begin playing with this 60-card Starter Deck by constructing two 30-card Decks.
*REDRAW conditions: There are two instances in which the FIRST hand of the game may be REDRAWN:
a) When a player doesn't draw any GENERATION cards. In this case, show all 6 cards to your opponent, return them to your Deck, and reshuffle. Then redraw 6 cards to your hand.
NOTE: This type of redraw is only allowed ONCE.
b) When a player is unhappy with the cards he has drawn. In this case, return all 6 cards to your Deck and reshuffle. Then redraw 5 CARDS to your hand.
NOTE: This type of redraw is allowed a total of 3 times. However, a player draws 1 card less each time. In other words, 5 cards are drawn on the first redraw, 4 on the second, and 3 on the third.
Redraw a) CANNOT be done after Redraw b) is performed. However, Redraw b) CAN be done after Redraw a) is performed.
NOTE: On each player's first turn of the game, proceed directly to the Assign phase.
Turn all cards in Roll status (horizontal) to Reroll status (vertical).
- Roll status card (horizontal): A card which has been played. It CANNOT be designated for Battle in the Battle Phase. Strike Points and Shooting Points on a Roll status card cannot be used against an opponent. However, a Roll status card's effect remains active.
- Reroll status card (vertical): A card which is ready to be played. It can be designated for Battle in the Battle Phase. Strike Points and Shooting Points on a Reroll status card can be used against an opponent.
Draw Phase
NOTE: The player who goes first cannot draw on his first turn of the game.
Draw 1 card from your Deck.
Assign Phase
Place any cards from your hand in play by placing them FACE UP in the Station area. If you wish, you may bring 1 card of each Card Type (except COMMAND cards) into play during this phase. However, remember that the Generator Powers requirement must be met and the Card Cost paid to bring a card into play.
GENERATION cards are placed FACE UP in Reroll status in the Station area. No Generator Powers requirement or Card Costs are needed to play this card. Only 1 GENERATION card per turn can be played.
Generator Powers: In general, 1 Generator Power is produced by placing 1 GENERATION card in the Station area. Generator Powers are necessary to meet the Generator Power requirements needed to play any type of card except GENERATION cards themselves.
Each GENERATION card represents the Generator Power of a particular faction, identified by the card's color.
[EXAMPLE] 2 Blue Generator Powers + 1 Green Generator Power + 1 Brown Generator Power = 4 Generator Powers in total.
Generator Powers aren't consumed when cards are played. They remain on the Playmat in Reroll status (unless put in Roll status by other card effects) for the entire game. Generator Powers are still valid even if a GENERATION card is in Roll status.
Corps symbol: 1 GENERATION card produces 1 Generator Power for the faction (Color) this Corps belongs to, unless otherwise specified on the card.
Placing a card: Before you play a card, check which faction's GENERATION cards you have in your Station area.
- Corps Generator Power: The least amount of GENERATION cards with a specific Corps symbol (Earth Federation, Neo Zeon, etc.) you must have in your Station area to bring the card you wish to play.
- Total Generator Power: The total amount of GENERATION cards you must have in your Station area to bring the card you wish to play.
Pay the Card Cost by moving the required number of cards from the top of your Nation Pile to the Discard Pile (FACE DOWN).
[EXAMPLE] 2 Blue Corps Generator Powers and 4 Total Generator Powers (including the 2 Blue Corps UNITs), plus 1 FACE DOWN card from the Nation Pile to pay the Card Cost, are required to bring this card into play.
Then apply the card effects described on the card (only if the effect occurs when the card is put into play).
UNIT cards are placed FACE UP in Roll status in the Station area. Remember that the Generator Powers requirement must be met and the Card Cost paid to bring a card into play. Only 1 UNIT card per turn can be played.
CHARACTER cards which are brought into play must be attached to an in-play UNIT card, in the same status (Roll or Reroll) as the UNIT card. Remember that the Generator Powers requirement must be met and the Card Cost paid to bring a card into play.
You cannot change or replace a CHARACTER card which has been attached to a UNIT card, or put a CHARACTER card into play with the same card name as an in-play CHARACTER card, even if they were brought into play by card effects. The new CHARACTER card must be immediately sent to the Junkyard if such a situation occurs.
Only 1 CHARACTER card can be played per turn.
OPERATION cards are placed FACE UP in Reroll status in the Station area or are attached to an in-play UNIT card, in the same status (Roll or Reroll) as the UNIT card. Remember that the Generator Powers requirement must be met and the Card Cost paid to bring a card into play.
You cannot change or replace an OPERATION card which has been attached to a UNIT card, even if it was brought into play by card effects. Only 1 OPERATION card per turn can be played.
IMPORTANT! COMMAND cards are NOT normally played at this time. Instead, they are played at any time during the phase described on the card. Unlimited COMMAND cards can be played as long as you can meet the Generator Powers requirement and pay the Card Cost of each card you bring into play.
Timing labels:
- (ANY): A card a player can use anytime during the game.
- (TURN/PHASE/STEP): A card a player can only use during the specified Turn, Phase or Step.
Battle Phase
The Battle Phase is played in the following sequence of Steps:
a) Attack Step: Attacker brings his UNIT cards to the Earth or Space area.
b) Defense Step: Defender brings his UNIT cards to prevent the opponent's Attack.
c) Resolution Step: Resolve the Battle.
d) Return Step: Move all UNIT cards (with any attached CHARACTER or OPERATION cards) in the Earth or Space areas to the Station area.
e) End Step: Adjust Attacker's hand to 6 cards (if necessary).
a) Attack Step
Line up a squad: A group of UNIT cards (and any cards attached to them) that are lined up and grouped together for Battle are called a SQUAD. Place all UNIT cards (and any cards attached to them) in one vertical line as shown. There is no limit on the number of cards in the same SQUAD.
- The Attacker designates a SQUAD in the Station area as ATTACKERS by moving them (and any attached CHARACTER or OPERATION cards) from the Station area to the Earth and/or Space area.
- Apply Card effects described on the cards (only if the effect occurs when the card is placed into Battle). The effects remain valid until end of the current turn.
IMPORTANT!
- UNIT cards in Roll status in the Station area CANNOT Attack.
- Check the UNIT Type (Earth or Space) on the UNIT cards. UNIT cards can only move to the area specified by their UNIT Type. Some UNIT cards can move to either area.
- There is no limit on the number of cards in the same SQUAD.
- A single UNIT card CAN Attack as a SQUAD.
- A player may Attack both Earth and Space areas with different SQUADs during the same turn (one SQUAD per area).
- A player can choose to pass and not Attack at all during a turn.
- UNIT cards with the words "Base" or "Fortress" in their card name CANNOT Attack.
- Remember that COMMAND cards can often be played during the Battle Phase that can greatly affect the outcome of a Battle.
b) Defense Step
- The Defender designates a SQUAD in his Station area by moving them (and any attached CHARACTER or OPERATION cards) from the Station area into the Earth area and/or Space area of his choice (even if there are no Attackers in the area).
- Apply card effects described on the cards (only if the effect occurs when the card is placed into Battle). The effects remain valid until end of the current turn. Cards whose card effects prevent them from moving into Battle (e.g. the effect "Preemptive Attack") must move back to Station area in its original Roll/Reroll status.
IMPORTANT!
- Check the UNIT Type (Earth or Space) on the UNIT cards. UNIT cards can only move to the area specified by their UNIT Type. Some UNIT cards can move to either area.
- UNIT cards with the words "Base" or "Fortress" in their card name CAN Defend.
- Remember that COMMAND cards can often be played during the Battle Phase that can greatly affect the outcome of a Battle.
c) Resolution Step
When:
- there is an Attacker and Defender: Resolve the Battle (see "Resolve the Battle" below).
- there is an Attacker ONLY: The Attacker inflicts Battle Damage directly to his opponent's Nation Pile (see "Resolve an Attacker-Only Battle" below).
- there is a Defender ONLY: Nothing happens. The Defender cannot inflict Battle Damage to his opponent's Nation Pile.
Resolution: Add up all the Battle Points of the UNIT cards in the same SQUAD using the following formula. Be sure to take into account any modifications to the UNIT card Battle Points caused by attached CHARACTER cards.
STRIKE POINTS from the front row of the SQUAD + SHOOTING POINTS from the rest of UNIT cards = TOTAL BATTLE POINTS of the SQUAD.
IMPORTANT! The STRIKE POINTS and SHOOTING POINTS of a UNIT card in Roll status is regarded as 0.
[EXAMPLE] 3 STRIKE POINTS from the front row UNIT card + 2 SHOOTING POINTS from the 2nd row UNIT card + 1 SHOOTING POINTS from the 3rd row UNIT card = 6 TOTAL BATTLE POINTS.
Resolve the Battle
- The Attacker's and Defender's Total Battle Points are SIMULTANEOUSLY applied to the other player's SQUAD.
- The Battle is resolved by applying their opponent's Battle Points to each player's SQUAD, starting with the UNIT card at the front of the line and moving towards the UNIT card at the end. The Battle Points are compared to the DEFENSE POINTS of each UNIT card in this order.
- When the Battle Points are more than the UNIT card's DEFENSE POINTS, the UNIT card is destroyed and sent to the Junkyard. Leftover Battle Points are carried to the UNIT card in the next row and the Battle is resolved in the same way.
- If a UNIT card's DEFENSE POINTS are greater than the Battle Points, the UNIT card "absorbs" the Battle Points and IS NOT destroyed. These "absorbed" Battle Points are not carried over, but are immediately disregarded. Also, any Battle Points left over after an entire SQUAD has been destroyed are disregarded.
[EXAMPLE] In the example below, we'll concentrate on the Defender. Remember that, since the Battle is resolved simultaneously, the Attacker would be applying the Defender's Battle Points to their own SQUAD at the same time.
- Damage points are applied from the FRONT card of the SQUAD toward the BACK card.
- 2 Defense points destroyed; 2 Damage points carried over to next card.
- 2 Damage points remaining; minus 2 Damage points; 1 Defense point remains; no Damage point is carried over to the 3rd card.
In this case, the Attacker's Total Battle Points = 4.
-
The Total Battle Points are applied to the front UNIT card of a SQUAD. Since the Total Battle Points 4 are greater than the UNIT card's DEFENSE POINTS 2, the UNIT card is destroyed and sent to the Junkyard. 2 Battle Points remain, since 4-2=2.
-
Since the remaining Battle Points 2 are less than the second UNIT card's DEFENSE POINTS 3, the second UNIT card absorbs the remaining Battle Points and is not destroyed.
-
Since there are no remaining Battle Points to apply, the third UNIT card is unaffected.
IMPORTANT! When a card is "destroyed", either in Battle or due to card effects, it is placed FACE UP in the Junkyard of the original owner of that card.
IMPORTANT! The DEFENSE POINTS of a UNIT card in Roll status retain their full value.
Resolve an Attacker-Only Battle: In a Battle involving an Attacker and no Defender, the non-Attacking player must move a number of cards equal to the Attacker's Total Battle Points from his Nation Pile to his Discard Pile, FACE DOWN.
d) Return Step: Both players move all remaining UNIT cards from the Earth and/or Space areas to their Station area, placing them all in Roll status.
e) End Step
- Apply Card effects described on the cards (only if the effect occurs at the end of the Battle). If multiple effects occur, the Attacker decides which effect is applied first.
- The Attacker's hand may not exceed 6 cards. If it does, he must discard the excess cards of his choice to the Junkyard.
- The Attacker signifies the end of his turn by saying "Done." At this point, Player 1's turn ends and Player 2 takes his turn, starting from the Reroll Phase.
Chapter 3: Supplemental Rules
Regular Card Effects
Below the differing effects of the Gundam War CCG game cards are detailed. However, unless otherwise stated, the play of all cards and the use of their effects CANNOT be performed before the Regular Card Effects are resolved. Each Phase has its own unique Regular Effect:
- Reroll Phase: Reroll all cards.
- Draw Phase: Draw a card from your Nation Pile to your hand.
- Assign Phase: No Regular Effect.
- Battle Phase (Attack Step): Attacker's SQUAD (or SQUADS) is moved to the Battle area (Space and/or Earth).
- Battle Phase (Defense Step): Defender's SQUAD (or SQUADS) is moved to the Battle area (Space and/or Earth).
- Battle Phase (Resolution Step): Resolve the Battle.
- Battle Phase (Return Step): Move any UNIT cards from the Battle area (Space and/or Earth) to the Station area.
Timing of Playing a Card
In card text, (Turn / Phase / Step) states the Phase or Step in which a player can use the card effects.
(Turn / Phase / Step) states the timing in which a player can use the card effects. The card cannot be played in other Phases/Steps. e.g. (Assign Phase), (Attack Step) etc.
(Any) It states that the card can be played in any Phase/Step during gameplay.
(Auto) The effect is applied automatically, regardless of the player's intention. There are 4 different varieties of the "Auto" effect.
(Auto A) As long as the card is in play, the card effect is valid. "Cut-in" cannot be performed to this effect. (See "Cut-in".) e.g. (Auto A) When your opponent has no UNIT cards in play, this card gets +0 / +1 / +0.
(Auto B) This effect is applied whether the card is placed in play or not. "Cut-in" cannot be performed to this effect. e.g. (Auto B) When this card is put in play, put it in Reroll status.
(Auto C) This effect works at a specific time. "Cut-in" CAN be performed to this effect. e.g. (Auto C) When this card is destroyed in the Battle area (Earth or Space), destroy 1 of your opponent's GENERATION cards.
(Auto D) This effect works at a specific time. "Cut-in" CANNOT be performed to this effect. e.g. (Auto D) When this card attacks, get +0 / +1 / +0 until the end of the turn.
The Difference between Auto A, C & D: The Auto A effect is valid for the current situation, meaning the card is sent to the Junkyard if the cards which receive the benefit of this effect are no longer in play.
Conversely, Auto C & Auto D effects continue to be valid during the stated period, even if the cards which receive the benefit of this effect are no longer in play.
The Timing of Auto B & D effects: When multiple Auto B effects happen at the same time, resolve them simultaneously. When Auto B & Auto D effects happen at the same time, resolve Auto B effect first, then apply Auto D effects.
Cut-in
The Gundam War CCG uses a "Last In, First Out" system to resolve effects that are triggered in response to other effects. Players take turns playing cards that activate effects. Once both players have passed, the effects resolve from the last played to first played.
Set-on
"Set-on" is defined as a CHARACTER or OPERATION card attached to a UNIT card. When the card is Set-on, the group of cards is played as one card from that point on.
- CHARACTER Card: Only 1 CHARACTER card can be attached per UNIT card. CHARACTER cards cannot be attached to an opponent's UNIT card.
- OPERATION Card: As many OPERATION cards as you wish can be attached per UNIT card. OPERATION cards can be attached to both your or your opponent's UNIT cards.
- Reroll / Roll: The Set-on (attached) card should follow the status of Roll/Reroll of the UNIT card the card is Set-on.
Hangar Area
The Hangar is an area off the Playmat, to the left of the Station area. Cards are moved here FACE UP (mostly through card effects). Cards in the Hangar area may be used by the Hangar's owner as if they were held in his hand.
The cards in the Hangar area receive only the effects that apply to the Hangar area. Effects which work for cards in the hand don't apply.
When a card is played from the Hangar area, regardless of the card's owner, it is placed on the Station area of the player who plays the card. When the card is destroyed in play, it is sent to the original card owner's Junkyard.
Labels in Card Text
(Turn / Phase / Step): The specific Turn, Phase or Step in which the card can be played.
(Any): The card can be played anytime during gameplay.
(Auto): Generally, the effect is valid when played and invalid (negated) when sent to the Junkyard. (See "Timing of playing a card".)
< Number > e.g. < 3 >: The Card Cost a player must pay to make this effect valid. Card Costs are paid by moving cards from the player's Nation Pile to the Discard Pile. A player can pay for and use such an effect only once per turn. The above example means a player must pay 3 Card Costs to activate the effect.
< Number each > e.g. < 2 each >: The Card Cost a player must pay to make this effect valid. Card Costs are paid by moving cards from the player's Nation Pile to the Discard Pile. A player can pay for and use such an effect as many times as they wish in a turn, providing the Card Cost can be paid. The above example means a player must pay 2 Card Costs each time he wishes to activate the effect.
< R > (Roll icon): The cost that a player must pay to make this effect valid. Instead of moving a card from the Nation Pile to the Discard Pile, Roll this card to activate the effect. If the card is already in Roll status, the effect cannot be used. A player can use such an effect only once per turn.
[X • Y] e.g. [1 • 3]: X represents Corps Generator Power, and Y represents Total Generator Power. The effect is valid if a player can fulfill the stated Generator Power requirement.
[ ]: Effects that are described within brackets cannot be voided.
+X / -X / +X (Strike Points / Shooting Points / Defense Points): The effect adds or subtracts the UNIT card's Battle Points. (From left to right: Strike Points, Shooting Points, Defense Points.)
IMPORTANT! When an asterisk (*) appears in the above formula, it represents a "0" (zero) that cannot be altered. In other words, card effects that add or subtract from it in any way are negated.
Unit Keywords
HIGH MOBILITY
- (Auto A) Indicates a UNIT card with High Mobility performance. When your SQUAD consists of all High Mobility UNIT cards, your opponent's SQUAD must also consist of all High Mobility UNIT cards. If it does not, your opponent cannot move his SQUAD to the Battle area (Earth or Space).
- (Auto A) Indicates a UNIT card with High Mobility performance in rivers or oceans. When your SQUAD consists of all Water Mobility UNIT cards and moves into the Earth area, your opponent cannot include UNIT cards with "Base" or "Fortress" in their card names in his SQUAD. In addition, all card effects of your opponent's non-Water Mobility UNIT cards are negated during the Battle.
- (Auto C) When your SQUAD consists of all Desert UNIT cards and moves into the Earth area, Roll your opponent's front UNIT card. This effect is negated if your opponent's SQUAD consists of all Desert UNIT cards.
ASSAULT
- (Auto A) When you are the Attacker and your SQUAD consists of all Assault UNIT cards, the player applies any Damage left over after the Defender's SQUAD has been entirely destroyed to the Defender's Nation Pile as Battle Damage.
PREEMPTIVE ATTACK
- (Auto A) When your SQUAD consists of all Preemptive Attack UNIT cards, the Battle IS NOT resolved simultaneously as it is normally. Instead, the Attack by the Preemptive Attack SQUAD is resolved by the Defender first. If both players' SQUADs consist of all Preemptive Attack UNIT cards, resolve the Battle simultaneously.
VOUCHER
- (Auto D) When you are the Attacker and your SQUAD consists of all Voucher UNIT cards, you earn "Voucher Points" equal to the Total Generator Power of every UNIT card (of either player) that is destroyed during that specific Battle. Voucher Points can be redeemed at the end of your turn to retrieve cards from your Junkyard to your hand, following the formula below:
- 2 or more Voucher Points = 1 GENERATION card
- 5 or more Voucher Points = 1 UNIT card or 1 CHARACTER card
- 8 or more Voucher Points = 1 COMMAND card or 1 OPERATION card
SPACE MOBILITY
- (Auto A) When your SQUAD consists of all Space Mobility UNIT cards and moves into the Space area to Attack, all opposing non-Space Mobility UNIT cards receive "-Y / +0 / +0", where "Y" = the lowest Space Mobility number in your SQUAD.
IMPORTANT
- The Set-on card's effect (High Mobility, Water Mobility, Desert, Assault, Preemptive Attack, Voucher, and Space Mobility) is applied to the UNIT card.
- All the effects (High Mobility, Water Mobility, Desert, Assault, Preemptive Attack, Voucher, and Space Mobility) don't work unless all UNIT cards in the SQUAD have it.
PSYCOMMU (X) e.g. Psycommu (3)
- (Defense Step) <0> When an NT Character card is attached to a UNIT card with Psycommu effect, inflict "X" Damage to an opposing UNIT card of your choice. When this effect is applied to a UNIT card in the Station area, apply "X" Damage to an opposing UNIT card of your choice with SAME Battle area (Earth or Space) as the Psycommu card AFTER all other effects have been applied.
SPECIAL SHIELD (X) e.g. Special Shield (3)
- (Battle Phase) <0> Reduce Damage inflicted by card effects by "X". However, the UNIT card still receives regular Damage and Damage by Psycommu.
WIDE RANGE WEAPON (X) e.g. Wide Range Weapon (3)
- (Resolution Step) <0> Destroy all the opponent's UNIT cards with "X" Defense Points or less. Using 2 Wide Range Weapon cards does not double the amount of "X".
ATMOSPHERIC ENTRY
- (Defense Step) <0> When a UNIT card with this effect is in the Space area, it can move to the Earth area to void all effects against it.
MULTIPLE ► A
- (Battle Phase) <0 each> Send 1 card with the same name as this card from the player's hand or Junkyard to the Defunct Pile to activate the effect "A".
SWITCH ► A
- (Auto B) During the Attack Step, a player may switch a card in your hand with this effect and your UNIT card with the name "A". The new card is placed in Reroll status. The cards which are switched cannot have the same card name.
BATTLESHIP
- (Auto A) A UNIT card with this effect has the following features:
- Unlimited CHARACTER cards can be attached.
- Battle Point modifications caused by attached CHARACTER cards are not applied.
BASE
- (Auto A) A UNIT card with this effect has the following features:
- Cannot Attack.
- Only 1 Base card is allowed in a given area (Earth or Space).
- Unlimited CHARACTER cards can be attached.
- Battle Point modifications caused by attached CHARACTER cards are not applied.
SUPPORT
- (Auto A) A UNIT card with this effect has the following features:
- Cannot Attack if the Support card is in a SQUAD consisting ONLY of Support cards. In other words, a SQUAD containing a Support card must consist of both Support AND non-Support cards to Attack.
- Battle Point modifications caused by attached CHARACTER cards are not applied.
IMPORTANT! In general, only 1 UNIT card can be played per turn. However, an additional Battleship, Base, or Support UNIT card can also be played during the same turn (1 additional card per turn only.)
SUPPLY (X) e.g. Supply (3)
- (Return Step) <0> "X" number of UNIT cards (in Reroll status) of your choice in the same SQUAD that contains a UNIT card with this effect don't have to be Rolled at the Return Step. UNIT cards in Roll status cannot be Rerolled by this effect.
BATTLESHIP BOOSTER (X / Y / Z)
- (Auto A) When a card with this effect is attached to a Battleship UNIT card, the Battleship UNIT card receives +X / +Y / +Z to its Battle Points.
QUICK
- (Auto B) A card with this effect can be played during any Phase/Step. In addition, the card is exempt from the "1 card of each Type may be played per turn" restriction.
PS ARMOR / PS ARMOR (X)
- (Auto B) This card is placed in Reroll status.
- (Auto D) When this card Attacks, it returns to the original card owner's hand at the end of the turn. This effect is negated if it receives the "Supply" effect or if the player's Corps Generator Power cards on the playmat are more than "X".
TRANSFORM
- (Battle Phase) <0> This card can transform to either of its two forms when it is in Reroll status. Turn the card upside down to transform. All Battle Points and card effects change according to the text on the card. All effects to this card (Battle Points modifications, etc.) continue to be valid after transformation. The card returns to its original status at the end of the turn.
IMPORTANT! When a card effect has a Card Cost of <0>, no Card Cost must be paid to activate it. Instead, the player simply declares that he is using the effect.
Additional Cost, Alternate Cost and Card Restrictions
ADDITIONAL COST ► A
- (Auto B) A player must meet requirement "A" to play this card in addition to the regular Card Cost.
ALTERNATE COST (B) ► A
- (Auto B) This card can be played if the requirement "A" is met, applying the effect "B".
To play this card, pay its regular Card Cost after applying the "B" effect, then execute the "A" requirement. This card can also be played without using this effect.
1 CARD RESTRICTION
- (Auto B) A card with this effect cannot be put in play if a card with the same card name is already in play for either player.
1 CARD RESTRICTION / TURN
- (Auto B) A player can use a card with this effect 1 time per turn.
1 CARD RESTRICTION / OWN
- (Auto B) A card with this effect cannot be put in play if one of your cards with the same card name is already in play.
1 CARD RESTRICTION / DECK
- (Auto B) Only 1 card is allowed to be included in a single deck. During gameplay, it follows the same rules as a (1 card restriction) card.
PREVENT (X)
- (Auto B) When the opponent plays a COMMAND card that affects a card with this effect, he must have "X" number of additional Generator Powers to his Total Generator Powers to play his COMMAND card. If the COMMAND card works for multiple cards which have the "Prevent" effect, add the "X" numbers together to determine the additional Generator Powers that are required.
SET-ON / CHARACTER
- (Auto B) A card with this effect has the following features:
- Can be attached to a CHARACTER card.
- A player can attach an additional CHARACTER card to a UNIT card with this card attached (except Battleship and Base UNIT cards).
- When this card is attached to a CHARACTER card, the CHARACTER card can be attached to a UNIT card.
SET-ON / GENERATION
- (Auto B) A card with this effect can be Set-on a GENERATION card. All Battle Points booster effects of this card are negated.
- (Auto D) This card is destroyed when the GENERATION card this card is attached to changes its function to another card type by some effect.
Gundam War Master Errata
Printed as the final section of the manual. Entries are reproduced as printed; the "Should say" and "Change" wording is the official correction for the named card.
Gundam Seed
- U-S11 Strike Gundam: Replace "cannot be destroyed or damaged by your opponent" with "cannot be destroyed or damaged by your opponent's card effects".
- U-S15 Raider Gundam: (Attack Step) <1> All UNIT cards in the same SQUAD as this card gain ASSAULT until the end of the turn.
- U-S22 Launcher Strike Gundam: The name of this card is misspelled. It should read "Launcher Strike Gundam".
- CH-S10 Oruga Sabnack: Should say: (Battle Phase) <1> This card gets a "CO" designation until the end of this turn.
- CH-S11 Shani Andras: Should say: (Battle Phase) <1> This card gets a "CO" designation until the end of this turn.
- CH-S12 Clothe Buer: Should say: (Battle Phase) <1> This card gets a "CO" designation until the end of this turn.
- C-S4 Lifepod: Change "destroy 1 card in play" to "destroy one of your cards in play".
- C-S5 Phase Shift Armor: Should say: Can not be damaged or destroyed by battle damages. Card effects damage and destruction still work on the unit.
- C-S7 Everyone's Help: Should say: "Send any number of in play Basic GENERATION cards or GENERATION cards from your hand to your Junkyard".
- C-S10 Desert Tiger: Should say: "to its STRIKE, SHOOTING, and DEFENSE POINTS...". The effect also is supposed to grant the stat bonus to a CHARACTER card, and not a UNIT card. All cards on your side which list
should grant the +1/+1/+1 effect.
Gundam Wing
- U-W12 Altron Gundam: (Auto A) When Attacking this card gains +2/+0/+0. No bonus when defending is gained.
- U-W29 Vayeate (Equipped with MD System): Should say "1 CHARACTER card of your choice" instead of "1 card of your choice".
- U-W30 Mercitus (Equipped with MD System): Should say "1 CHARACTER card of your choice" instead of "1 card of your choice".
- CH-W1 Heero Yui: Clarification: Equals TOTAL DEFENSE Points when used.
- CH-W2 Zechs Merquise: Instead of reading "every opposing UNIT card destroyed" it should read "every UNIT card destroyed".
- CH-W5 Trowa Barton: Should have a Cost of <1> to use his ability.
- CH-W10 Treize Khushrenada: This character should have a
designation on it. - CH-W16 Tubarev: Final effect should say: "[(Auto A) No character cards can be set on this card.]". The effect only applies to your own units.
- C-W3 Successful Negotiations: Change "Destroy 1 GENERATION card" to "Destroy 1 of your GENERATION cards".
- C-W7 Support from the Middle East: Add to card <1 card restriction / turn> to match with recent Japanese Errata of the card.
- C-W12 Secession from Oz: Should say: "move 1 in play character card", not "move 1 of your in play character cards".
Earth Federation
-
U-E5 Guntank: Add "You may not use this effect if this is the lead UNIT in your SQUAD".
-
U-E8 Gundam: Change "This card does not suffer Damage" to "This card does not suffer from any damage from card effects". Battle damage does still affect it.
-
U-E11 Zeta Gundam: Change "the 'Transform' effect is activated" to "the 'Transform' may be activated".
-
U-E13 White Base: Replace "cannot suffer damage or be destroyed" with "cannot suffer damage or be destroyed by your opponent's card effects".
-
U-E14 Jabure: Change "(Auto A): Card should read 'The SQUAD that this UNIT belongs to may not be targeted by enemy effects while in a battle area', instead of '(Auto A) When this card and its Set-on card is in the Station area, they cannot be the target of your opponent's card effects'."
-
U-E16 Gundam: Name of this card should be "Gundam Ground Type".
-
U-E18 Core Fighter: The final part of the card that says "It's cost must be paid as usual" should say "It's card cost must be paid as usual". Also for the effect text listing "destroy", it should say "discard".
-
U-E19 Core Top: Should also say: Discard pile is then shuffled by your opponent.
-
U-E20 Core Base: Should also say: The Nation pile is then shuffled by your opponent.
Principality of Zeon
- U-Z4 Z'Gok: Cost should be 1/3/1.
- U-Z7 Char's Zaku II: "When a CHARACTER card is Set On this Unit, it gets Preemptive Strike." Also: The model number of the unit is wrong on the card; it should be listed as: MS-06S.
- U-Z29 Gaia's Dom (Black Trinary): Text is incorrect on the card; should say: "(Defense Step) <0> When a Character card is Set-on on this card, and this card is in the front row of a squad of 2 or more units, you may roll one unit in the same area that does not have a Set-on Character."
- U-Z30 Mash's Dom (Black Trinary): Remove the bit of text that says "the front row of".
- U-Z31 Ortega's Dom (Black Trinary): Remove the bit of text that says "the front row of". The last sentence should say "Then, give same number of Battle Damage as its total generator cost to your opponent."
- U-Z40 Zeon's Mining Base: First (Auto A) effect on card should add "on opponent's turn".
- SP-2 Char's Zaku II: Card name should be "Char's Zaku II".
- CH-Z2 Char Aznable: Add at the end of the text of the final sentence: "You may not choose this card."
- CH-Z5 Giren Zabi: Should say: Re-roll 1 card requiring Green Corps Generator Power in the same area as this card.
- CH-Z7 Aina Sahalin: Her effect text should state that it only can target a card battling against it.
- CH-Z9 M'Quve: Card cost should be 1-4-0. Character stats should also be 1/0/0.
Titans
- U-T7 Palace-Athene: Name correction: PMX-001 PALACE ATHENE (HEAVY EQUIPMENT TYPE).
- U-T14 Gryps 2: Should say: (Auto D) Your opponent may destroy 2 of his GENERATION cards in his Station area during your Assign Phase. This card is then moved to your opponent's Station area in Reroll status.
- U-T15 Zaku Tank: This card should be Earth only. It cannot go to Space.
- U-T17 Act Zaku: (Auto D) When assigned to attack, this card gains +1/0/0.
- U-T18 Hizak: Name of this card should be "Hizok (Base Jabber Equipped)".
- U-T20 Barzam: (Auto B) This card can only be played if you have 2 or more UNIT cards in play.
- U-T23 Hambrabi: The name of this card should be "Hambrabi (Yazan Gable Machine)".
- U-T25 Psycho Gundam Mk.II: (Auto B) When this card is in the Junkyard, either player can send 6 GENERATION cards they own, in Reroll status, to the Junkyard during their Assign Phase. They can then place this card in their Station area in Roll status.
- CH-T1 Rosamia Badam: Clarify that she Re-rolls the UNIT she is set on.
- CH-T8 Ben Weeder: The card effect should read like this: "(Battle Phase) <0> If you have no cards in your hand, destroy the UNIT card this card is Set-on, then select 1 card from your opponent's hand at random and send it to their Junkyard."
- CH-T11 Meuar Pharoah: Should also say: "then destroy this card" as part of its effect.
Zanscare Empire
- U-ZA6 Katejina Loos's Rig-Shokew: All designations of
on the card should be replaced with . - U-ZA8 Dedgore: Final sentence should add: "from damage".
- CH-ZA3 Repet Cineasu: The final part of the last card effect should say "in same area", not "in play".
- CH-ZA5 Maria Pure Armonia: Mistake of printers somehow left a blank space where the card should have the
designation. - O-ZA1 Brilliance of the Warrior: The artwork on this card is a mistake; this belongs to another card.
Neo Zeon
- U-N11 Quin Mantha: Should have Neo Zeon symbol, not S.
- U-N12 Gwadan: Should have Neo Zeon symbol, not S.
- U-N13 Axis: Should have Neo Zeon symbol, not S.
- U-N25 Quin-Mantha: Card is missing text. It should have
(2). Also missing is text stating: "(Auto B): If this is the only card you play this turn and your opponent has 0 cards in their hand, the total generator cost of this card is 0." Note the player must still meet the 4 Corps requirement and pay the 4 Card Cost when this card is played. - U-N27 Rezin Schnyder's Gerra-Doga: Last part of sentence should say "the squad adds
". - CH-N2 Gyunei Guss: Should say: "(Your Attack Step) <0> Destroy 1 of your opponent's UNIT cards under your control to begin a new turn consisting of only one Phase for yourself. This power is negated during the additional turn." Player chooses which Phase to do in the new turn.
- CH-N11 Char Aznable: It should say "Discard pile" instead of "Junkyard" for the last effect on the card. For the card's first effect, it should say "OPERATION" instead of "COMMAND".
- CH-N13 Gyunei Guss: To the final part of text on the card, add: "until end of turn."
- C-N2 Secret Arrangement: Add to card <1 card restriction / turn> to match with recent Japanese Errata of the card.
- C-N8 Destiny of Blood: Instead of saying: "(Any) Inflict Battle Damage equal to the Battle Damage you received from your opponent until the resolution of this card effect this turn", the card should say: "(Any) Inflict Battle Damage equal to the Battle Damage you have received from your opponent before resolving this card, during the End Step."
Turn A
- U-A8 Eagail: Name should be: TAF-09 Eagail (Charger).
- U-A9 Sume (Gold Gold Type): Name should be: MRC-F20SUMO (Harry Ord Custom IF Banker starting). Change
to . - U-A28 Muttewoooo: Printers left off the transformed stats of this unit; they should be: */1/3.
- CH-A2 Dhanna Soriel: Should also have
(also referred to by some translations as Royalty). - CH-A3 Gym Ghingnham: Should also have
(also referred to by some translations as Royalty). Change the text to read "(Auto D) When this card Attacks, destroy one of your cards other than this card of the UNIT card this card is set on". Change to . - CH-A6 Miashei Kune: The bonus the card gets should only be when attacking, not every time this character goes to a battle area.
- CH-A8 Laura Rolla: The name the card is said to count as should be "Loran Ceack".
- O-A5 Flexibility: Card effect should say at the end: "Until end of turn".
Gundam X
- U-X02 Gundam Air Master: The card also has
while transformed. - SP-5 Gundam X Divider: The additional cost should state: "Send one your unit cards with WRW to the top of its original owner's discard pile."
Neutral
- SPC-4 Will To Resist: Text should read: "(Any) 1 of your in-play UNIT cards cannot be the target of your opponent's card effects this turn."
Gundam War Numbering Errata
Earth Federation
- C-E6 Survival: Card number should be C-E12.
- U-E14 Ball: Card number should be U-E28.
Neo Zeon
- C-N6 Breakdown: Card number should be C-N12.