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 component | Job in play | What to check first |
|---|---|---|
| Unit card | Represents one unit, its HP, VP, starting timeline, weapons, and abilities | Card number, traits, starting timeline |
| Tactics card | Provides a one-time effect from a nine-card deck | Requirements and copy limit |
| Scenario objective | Defines goals and how VP can be earned | Chosen scenario setup |
| Unit miniature | Marks the unit’s place on the hex board | Matching 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.
| Field | Why it matters |
|---|---|
| Hit Points | Determines how much damage the unit can absorb before it is defeated |
| Victory Points | Feeds scenario scoring when the unit is defeated or objectives are achieved |
| Starting Timeline | Sets when the unit enters the round order; lower values act earlier |
| Unit Name | Identifies the mobile suit and its place in the squad |
| Traits | Connects the unit to factions, pilots, and Tactics requirements |
| Weapons | Defines attack options and may trigger special effects |
| Abilities | Provides the unit’s unique rules text |
| Unit Card Number | Controls 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. | Unit | Traits shown |
|---|---|---|
| EX02-U03 | Darilbalde | Frontline Duelist; Guel Jeturk; Asticassia |
| EX02-U02 | Gundam Pharact | Silent Hunter; Elan Ceres; Asticassia |
| EX02-U01 | Gundam Aerial | Protective Heroine; Suletta Mercury; Asticassia |
| EX01-U03 | Delta Plus | Rapid Response; Riddhe Marcenas; Earth Federation; Londo Bell |
| EX01-U02 | Torohachi | Petite Mobile Suit; Civilian; Earth Federation; Mass Produced |
| EX01-U01 | Unicorn Gundam (Destroy Mode) | Laplace's Guardian; Banagher Links; Civilian; Earth Federation; Londo Bell |
| PA01-U03 | Guntank | Battlefield Bombarder; Hayato Kobayashi; Earth Federation |
| PA01-U02 | Guncannon | In Position; Kai Shiden; Earth Federation |
| PA01-U01 | Gundam | Elite Mobile Suit; Amuro Ray; Earth Federation |
| ST01-U06 | Gundam Vidar | Cold Justice; Vidar; Gjallarhorn |
| ST01-U05 | Gundam Epyon (EW) | Crimson Cataclysm; Zechs Merquise; White Fang; OZ |
| ST01-U04 | Char's Zaku II | Fast Encounter; Char Aznable; Zeon |
| ST01-U03 | Gundam Barbatos Lupus Rex | Final Stand; Mikazuki Augus; Tekkadan |
| ST01-U02 | Wing Gundam Zero (EW) | Wing of Destruction; Heero Yuy; G Team |
| ST01-U01 | GUNDAM | Legendary 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.
| Step | Question to answer | Practical check |
|---|---|---|
| 1 | What scenario am I playing? | Confirm unit count, objectives, and VP rules |
| 2 | What is my timeline curve? | Include units that act early, not only late |
| 3 | Which traits do my Tactics need? | Make sure at least one unit meets each requirement |
| 4 | Am I repeating a card number? | Duplicates are normally banned unless the unit is Mass Produced |
| 5 | How does this unit score? | Check VP values and objective interaction |
| 6 | What 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 set | Colors | Featured cards or pilots | Play style | Assemble miniatures included |
|---|---|---|---|---|
| Heroic Beginnings | Blue and white | RX-78-2, Gundam Aerial, Amuro Ray, Suletta Mercury | Balanced beginner deck with blockers, resting effects, and repair | RX-78-2, Guntank, Guncannon |
| Wings of Advance | Blue and green | Wing Gundam, Tallgeese, Heero Yuy, Zechs Merquise | Resource ramp into large late-game units | Two Leos and Tallgeese |
| Zeon's Rush | Red and green | Char's Zaku II, Sinanju, Full Frontal | Wide, low-cost aggressive pressure | Zaku II figures and Char's Zaku II |
| Seed Strike | Red and white | Strike Gundam, Aegis, Kira Yamato | Simple all-rounder with blockers and AP boosts | Sword 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.
Related Guides
Reading Gundam Assemble Unit Cards
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Starter Set 01 Cards: What's Inside
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Stat Cards: Stats, VP & Timeline
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Wings of Advance Tactics Deck
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