Card List & Starter Deck Guide

Gundam Assemble card list guide: preview unit cards, starter deck standouts, squad-building rules, and tips for reading timeline, traits, and tactics.

What Belongs on a Gundam Assemble Card List

A Gundam Assemble card list is easy to misread because two card pools share the same miniatures. Gundam Assemble uses unit cards and Tactics cards for its hex-based battles, while the Gundam Card Game sells starter decks that include Assemble miniatures as extras. That distinction matters when you are shopping, sorting, or planning a squad, so this Gundam Assemble card list guide breaks down the documented unit cards, the fields that change a match, and the starter-deck cards that are often mistaken for Assemble cards.

The Gundam Assemble card list has two practical halves: the unit cards that represent your mobile suits on the timeline, and the Tactics cards you draw during play. The quick-start component list includes six units, six unit cards, and eighteen Tactics cards in total. Each player chooses nine Tactics cards, shuffles them, and draws three for the opening hand. Scenario objectives sit outside those decks and define how you earn VP.

Before your first game, review the basic rules and turn actions so Advancing, Attacking, Dashing, Energizing, and Rescue are clear. The Gundam Assemble card list is not a power ranking; it is a reference for what each card does and how it fits a scenario.

Card or componentJob in playWhat to check first
Unit cardRepresents one unit, its HP, VP, starting timeline, weapons, and abilitiesCard number, traits, starting timeline
Tactics cardProvides a one-time effect from a nine-card deckRequirements and copy limit
Scenario objectiveDefines goals and how VP can be earnedChosen scenario setup
Unit miniatureMarks the unit’s place on the hex boardMatching unit card and token

How to Read a Unit Card

A unit card is more than a name and a picture. The numbers tell you when the unit acts, how much punishment it can take, and what it is worth in the scenario. The text tells you which Tactics cards it can unlock. Read the whole card before you compare it to another unit.

FieldWhy it matters
Hit PointsDetermines how much damage the unit can absorb before it is defeated
Victory PointsFeeds scenario scoring when the unit is defeated or objectives are achieved
Starting TimelineSets when the unit enters the round order; lower values act earlier
Unit NameIdentifies the mobile suit and its place in the squad
TraitsConnects the unit to factions, pilots, and Tactics requirements
WeaponsDefines attack options and may trigger special effects
AbilitiesProvides the unit’s unique rules text
Unit Card NumberControls duplicate limits during squad building

The timeline is the field new players underestimate. A unit with a low starting timeline can act before slower units and pressure an objective early. A unit with a higher starting timeline may wait longer, so it needs to justify that delay with stronger stats, abilities, or scoring potential. When you scan a Gundam Assemble card list, sort units by timeline before you fall in love with the artwork.

Traits matter because Tactics cards are not free picks. Your Tactics deck can include a card only if at least one unit in your squad meets its requirements. That means a squad built around Earth Federation units may not support a Tactics card that asks for a Zeon trait. Check traits alongside card numbers, especially when you plan to use a mixed squad.

Gundam Assemble Card List: Preview Unit Cards

The preview unit index currently shows a small cross-section, not a complete checklist. Use the table as a starting point for squad planning and for learning how card numbers group products. The Gundam Assemble card list below preserves the card numbers and traits shown in the preview; if a unit you want is missing, treat it as undocumented rather than confirmed absent.

Card No.UnitTraits shown
EX02-U03DarilbaldeFrontline Duelist; Guel Jeturk; Asticassia
EX02-U02Gundam PharactSilent Hunter; Elan Ceres; Asticassia
EX02-U01Gundam AerialProtective Heroine; Suletta Mercury; Asticassia
EX01-U03Delta PlusRapid Response; Riddhe Marcenas; Earth Federation; Londo Bell
EX01-U02TorohachiPetite Mobile Suit; Civilian; Earth Federation; Mass Produced
EX01-U01Unicorn Gundam (Destroy Mode)Laplace's Guardian; Banagher Links; Civilian; Earth Federation; Londo Bell
PA01-U03GuntankBattlefield Bombarder; Hayato Kobayashi; Earth Federation
PA01-U02GuncannonIn Position; Kai Shiden; Earth Federation
PA01-U01GundamElite Mobile Suit; Amuro Ray; Earth Federation
ST01-U06Gundam VidarCold Justice; Vidar; Gjallarhorn
ST01-U05Gundam Epyon (EW)Crimson Cataclysm; Zechs Merquise; White Fang; OZ
ST01-U04Char's Zaku IIFast Encounter; Char Aznable; Zeon
ST01-U03Gundam Barbatos Lupus RexFinal Stand; Mikazuki Augus; Tekkadan
ST01-U02Wing Gundam Zero (EW)Wing of Destruction; Heero Yuy; G Team
ST01-U01GUNDAMLegendary Hero; Amuro Ray; Earth Federation

This table is useful for more than collection tracking. It shows how traits cluster around factions and series. Earth Federation units appear with Londo Bell and civilian tags. Asticassia units connect to Witch from Mercury characters. Zeon and Gjallarhorn units sit in separate trait lanes. If you want a Tactics card that asks for a specific trait, build the unit side of the squad first, then add the Tactics card.

The card-number prefixes also help you sort a binder or a deck box. EX01, EX02, PA01, and ST01 entries are easy to group, and the suffix identifies the individual unit. Keep that number visible when you trade or compare cards, because two units with similar names can still have different card numbers and different squad-building rules.

Reading the Gundam Assemble Card List Before You Build

A useful Gundam Assemble card list review starts with the scenario, not the card art. The scenario tells you how many units you can bring, what objectives matter, and how VP is scored. Build to that job first. A squad of high-timeline units may look impressive, but it can lose the early rounds while faster units control objectives.

StepQuestion to answerPractical check
1What scenario am I playing?Confirm unit count, objectives, and VP rules
2What is my timeline curve?Include units that act early, not only late
3Which traits do my Tactics need?Make sure at least one unit meets each requirement
4Am I repeating a card number?Duplicates are normally banned unless the unit is Mass Produced
5How does this unit score?Check VP values and objective interaction
6What will I test first?Play one game, then swap the weakest slot

For a first squad, aim for a mix of timeline values instead of stacking every unit at the same point. Early units contest the board and force reactions. Mid-timeline units support them. Late units need to swing combat or score efficiently. If a late unit does neither, it is a candidate to cut after your first test game.

Tactics cards deserve the same discipline. Each player builds a nine-card Tactics deck, and normally only one copy of a Tactics card can be included. Do not fill the deck with cards your units cannot legally support. Pick two or three effects that match your squad’s traits, then add flexible cards that help when the board stalls. After the first phase, the rules allow an additional three Tactics cards to be drawn, so a deck with clear requirements is easier to use than a pile of narrow answers.

Starter Deck Cards vs. Gundam Assemble Cards

Many product listings blur the line between the two games. The Gundam Card Game starter decks include Gundam Assemble miniatures, but the cards inside those decks are trading card game cards, not the unit cards used in Gundam Assemble. If your goal is a Gundam Assemble card list, use unit card numbers such as ST01-U01, not the deck counts from a starter product. The miniatures are a bonus bridge between hobbies, not a substitute for unit cards.

Starter setColorsFeatured cards or pilotsPlay styleAssemble miniatures included
Heroic BeginningsBlue and whiteRX-78-2, Gundam Aerial, Amuro Ray, Suletta MercuryBalanced beginner deck with blockers, resting effects, and repairRX-78-2, Guntank, Guncannon
Wings of AdvanceBlue and greenWing Gundam, Tallgeese, Heero Yuy, Zechs MerquiseResource ramp into large late-game unitsTwo Leos and Tallgeese
Zeon's RushRed and greenChar's Zaku II, Sinanju, Full FrontalWide, low-cost aggressive pressureZaku II figures and Char's Zaku II
Seed StrikeRed and whiteStrike Gundam, Aegis, Kira YamatoSimple all-rounder with blockers and AP boostsSword Strike, Launcher Strike, Sky Grasper

These starter decks are still useful if you play both hobbies. You get a ready-to-play Gundam Card Game deck plus miniatures that can stand in for tokens or display pieces. Just do not add a starter deck’s TCG card to a Gundam Assemble unit card list and expect it to function as a unit card. The card numbers and rules text belong to different games.

If you are buying for Gundam Assemble alone, check whether the product includes unit cards and Tactics cards for the miniatures game. If you are buying for the Gundam Card Game, judge the starter deck by its colors, featured units, and play style. The table above is a quick way to choose a starting point without mixing the two card pools.

How to Use the Gundam Assemble Card List in a First Squad

Start with a legal squad, then tune it. The rules allow any squad within the scenario’s unit limit, but you cannot include multiple copies of a unit with the same unit card number unless that unit is Mass Produced. That single rule changes how you read the Gundam Assemble card list. A card with a strong ability but a common card number cannot be stacked freely. A Mass Produced unit has more flexibility.

Use this checklist when you assemble a squad:

  • Pick the scenario and confirm the unit limit before choosing miniatures.
  • Choose at least one unit that acts early on the timeline.
  • Match Tactics requirements to traits in your squad.
  • Check each card number for duplicate legality.
  • Include a unit that can contest the scenario objective, not just win fights.
  • After one game, cut the unit that contributed least to VP or board control.

A good Gundam Assemble card list is a tool, not a shortcut. The card text tells you what a unit can do, but the scenario tells you what the unit needs to do. A unit with strong weapons may still be wrong for an objective that rewards fast movement. A unit with modest stats may be perfect if it acts early and forces the opponent to react. Read the card, check the timeline, and then judge it against the mission.

FAQ

Is the Gundam Assemble card list the same as a Gundam Card Game list? No. Gundam Assemble uses unit cards and Tactics cards for its miniatures game. The Gundam Card Game starter decks include Assemble miniatures, but their cards follow a different game’s rules. Keep the two card pools separate when you build.

How many cards do I need for a Gundam Assemble squad? The scenario sets the unit count. The quick-start components include six units and six unit cards, while each player builds a nine-card Tactics deck and draws three cards to start. Check your chosen scenario before you finalize a squad.

Can I use two copies of the same unit? Normally no. You cannot include multiple copies of a unit with the same unit card number unless that unit is Mass Produced. For Tactics cards, normally only one copy of each card can be included in a deck.

Where can I check unit card numbers and traits? Use the preview unit index to confirm card numbers, names, and traits. Treat any unit not shown there as undocumented for now, and do not assume a Gundam Assemble card list is complete just because a few examples are visible.