How to Play: Rules & First Game
Learn Gundam Assemble how to play with setup steps, timeline tactics, combat rules, squad building tips, and a first-game walkthrough.
Gundam Assemble How to Play: The Match at a Glance
Gundam Assemble turns favorite Mobile Suits into a fast tactical miniatures duel where every move spends time on a shared timeline. If you are searching for Gundam Assemble how to play, this guide walks through setup, activation, combat, and the first decisions that decide a match. Knowing Gundam Assemble how to play before you deploy keeps your squad efficient and turns a confusing opening round into a clear plan.
Each battle is built around a scenario. Scenarios define the board, objectives, special rules, and victory conditions. Most standard games run two phases of 10 rounds each, and the player with the most victory points (VP) at the end wins. You earn VP by defeating enemy units, controlling objectives, rescuing allied Garrisons, and completing scenario goals. Because every scenario can change those details, read the scenario card before you place a single model.
| Component | What it does | First-game note |
|---|---|---|
| Game board and terrain | Defines hexes, elevation, water, debris, and other tactical features | Set it up exactly as the scenario instructs; terrain can block movement and Line of Sight |
| Units and unit cards | Miniatures plus stats, weapons, abilities, starting Timeline value, hit points, and VP | Keep cards faceup and place tokens where everyone can see them |
| Timeline track and tokens | Tracks when each unit activates | Place each token at its starting Timeline value; stack same-round tokens in your chosen order |
| Attack dice | Rolled to resolve attacks | A 4 or higher is a hit; 9 or 10 is a critical hit |
| Tactics cards | A nine-card deck of attacks, commands, and responses | Draw three at the start and play at most one per activation |
| Scenario components | Bases, Carriers, Garrisons, Upgrades, Energy, Objectives | These change from mission to mission, so follow the scenario sheet |
Victory is not only about destruction. A weak unit may be worth fewer VP, but defeating it repeatedly can add up; a strong unit pays more VP but takes more effort to remove. Objective control and scenario goals often decide close games, so keep one eye on the score while you maneuver.
Setup Steps for Your First Battle
A clean setup makes Gundam Assemble how to play much smoother because most errors happen before round one. Choose a scenario, place the board and terrain exactly as instructed, then set out Bases or Carriers, Garrisons, Upgrades, Energy, and scenario Objectives. Keep shared tokens, dice, and status markers within reach. The complete setup sequence is worth keeping open during your first match.
| Step | Action | Why it matters |
|---|---|---|
| 1 | Choose a scenario and read its special rules | Scenario rules override the basic flow and set the VP targets |
| 2 | Place the board, terrain, and scenario components | Elevation, water, and debris shape every movement and attack decision |
| 3 | Put shared tokens and dice within reach | You will pass Energy, Upgrades, and status tokens often |
| 4 | Reveal squads and place unit cards | Each unit needs its card, miniature, and Timeline token matched correctly |
| 5 | Place Timeline tokens at starting values | Stack your own same-round tokens in the order you want those units to act |
| 6 | Shuffle Tactics decks and draw three cards | Your opening hand shapes your first few activations |
| 7 | Determine first player and resolve setup abilities | Lowest starting Timeline acts first; ties are broken with one attack die |
After setup, reveal squads and place unit cards. Put each Timeline token on its starting Timeline value. If two of your units share a space, stack them in the order you want them to act; the top token activates first. Shuffle your nine Tactics cards, draw three, and determine the first player. The lowest starting Timeline acts first; ties are broken with a single attack die. Resolve any setup abilities before the first round.
Unit Activation and Timeline Strategy
The timeline is the heart of Gundam Assemble how to play. It replaces the usual “every unit moves every turn” rhythm with a cost system: fast, light actions keep a unit available, while heavy attacks push it into the future. When a round reaches your unit, activate it, take one mandatory Primary Action, and use any other allowed actions in the order you choose.
| Action | What you do | Timeline impact |
|---|---|---|
| Advance | Move up to three hexes | Basic move; it does not replace your Primary Action |
| Attack | Use one weapon against a valid target | Pay the weapon’s Timeline cost |
| Dash | Move up to two hexes | Pay 2 Timeline |
| Energize | Gain 1 Energy on the unit | Pay 2 Timeline |
| Rescue | Remove an adjacent allied Garrison and score 2 VP | Pay 2 Timeline |
| Command ability | Use a printed ability | Usually once per activation; follow the card |
| Tactics card | Play one card from your hand | Some cards also have a Timeline cost |
Pay a Timeline cost immediately after declaring the action. Move the unit’s token forward that many spaces. If the move passes space 10, continue counting from space 1. If a unit spends more than 10 Timeline in a single activation, it advances into the next Phase and sits out until that Phase begins. When a token lands on a space with allied tokens, place it under the tokens already there, so those units act first.
Useful timeline habits:
- Do not spend a unit’s entire Timeline on one dramatic attack unless the payoff is worth losing tempo.
- Cheap actions keep pressure on objectives and force the opponent to react.
- Track both timelines. If an enemy unit just paid a large cost, you may have a short window to move freely.
- Defeated units move two spaces forward, so a kill both scores VP and delays the unit’s return.
- A unit must still take a Primary Action during its activation, even if you mainly want to reposition.
Movement, Combat, and Line of Sight
When you learn Gundam Assemble how to play, combat looks simple at first: move into range, roll dice, deal damage. The depth comes from positioning. A unit can Advance up to three hexes, stop early, and may not finish on its starting hex. It can pass through allied units but not enemy units. Elevation, water, debris, and engagement all change how far a unit actually moves.
The exact Line of Sight and attack timing rules matter once terrain or multiple units are involved, especially because a legal shot can disappear when an enemy stands at the same elevation as both attacker and target. Before you commit to an attack, confirm range, Line of Sight, and the Timeline cost.
Attacks follow a fixed sequence. Declare the attack and weapon, confirm range and Line of Sight, pay the weapon’s Timeline cost, then roll a number of dice equal to Strength. A die result of 4 or higher is a hit; 9 or 10 is a critical hit. Accuracy modifiers shift die results, but a natural 1 still misses and a natural 9 or 10 still crits.
| Attack step | What happens | Key decision |
|---|---|---|
| 1 | Declare the attack and choose a weapon | Check the weapon’s range, Strength, and Timeline cost |
| 2 | Choose a target | The target must be in range and in Line of Sight |
| 3 | Pay the Timeline cost | Move the attacking unit’s token forward before resolving dice |
| 4 | Resolve pre-dice responses | Some abilities and cards trigger before dice are rolled |
| 5 | Roll attack dice | Roll dice equal to Strength; 4+ hits, 9–10 crits |
| 6 | Resolve critical hit effects | Apply the weapon’s critical effect if one was rolled |
| 7 | Deal damage and apply Shields | Each hit deals 1 damage; each active Shield prevents 1 damage |
| 8 | Check for defeat | A unit at 0 hit points is defeated and awards its VP |
Shields prevent one damage each and then deactivate until the unit’s next activation. Critical hit effects still apply even if Shields stop all damage. When a unit reaches 0 hit points, it is defeated: the opponent scores its VP, the unit returns to Reserve, and its Timeline token moves two spaces forward. Reset its hit points and remove status effects, but do not reset Energy or Upgrades.
| Situation | Movement effect | Attack effect |
|---|---|---|
| Moving to higher elevation | Spend 1 extra movement per level gained | — |
| Attacking from higher ground | — | +1 Accuracy |
| Attacking a target on higher ground | — | −1 Accuracy |
| Water or debris field | −1 hex to movement started there | −1 Accuracy if attacker or target is inside; −2 if both |
| Minovsky Particles | — | −2 Accuracy against non-adjacent targets; not cumulative |
| Engaged with an adjacent enemy | −1 hex to movement | Must target at least one engaged enemy |
Ending movement on an Upgrade or Energy token collects it; moving through the hex is not enough. That small rule matters because Shields, Speed, and Strength Upgrades can swing a battle. A Speed Upgrade improves only the Advance action, while a Strength Upgrade adds attack dice for the rest of the game.
Squad and Tactics Deck Tips
Gundam Assemble how to play rewards a squad that shares traits and a deck built around those units. Most scenarios ask for three or five units, and some include a Carrier. You may mix eras and factions freely, but you cannot include multiple copies of the same unit card number unless that unit is Mass Produced. That rule keeps “dream team” builds legal without letting you stack four identical aces.
- Build to the scenario’s unit count first; check whether a Carrier is required.
- Choose units whose traits unlock the Tactics cards you want. A faction card needs at least one matching unit; a signature card needs the exact named unit and title.
- Build exactly nine Tactics cards, normally one copy of each. Draw three at the start and three more after Phase 1.
- Include a mix of attack, command, and response cards; each has different timing windows.
- Energize early if a unit’s best ability needs Energy. The Energy stays on the unit card until spent.
- Contest objectives by ending an activation on or adjacent to them. You need more allied units than enemy units on or adjacent to flip or capture.
- Do not ignore Garrisons: defeating or rescuing one is worth 2 VP.
- If you run Mass Produced duplicates, mark minis and Timeline tokens so each one maps clearly to its card.
The best way to internalize Gundam Assemble how to play is to treat every activation as a trade: position gained now versus tempo spent later. A unit that stays active can keep contesting objectives, but a unit that never attacks may fall behind on VP. Balance movement, attacks, and card play instead of chasing every possible point.
FAQ: Gundam Assemble How to Play
How long is a standard game?
Most games run two phases of 10 rounds each, for 20 rounds total. The player with the most VP at the end wins. Some scenarios may add special scoring or objectives that change the pace.
What happens when a unit is defeated?
The opposing player gains that unit’s VP. Remove the unit, reset its hit points and status effects, and move its Timeline token two spaces forward. On its next activation, redeploy it from your Base or Carrier.
Can I use any units together?
Yes, within the scenario’s unit limit. You cannot include multiple copies of the same unit card number unless the unit is Mass Produced. Your Tactics deck must also meet title and trait requirements for the cards you include.
What is the most important rule to remember when learning Gundam Assemble how to play?
Manage the Timeline. Every costly attack or ability delays that unit’s next activation, so plan at least one round ahead and avoid spending tempo without gaining position, VP, or a meaningful battlefield advantage.
Related Guides
Beginner Guide: Core Rules & Setup
Gundam Assemble beginner guide: learn setup, timeline turns, unit actions, combat, tactics cards, and victory points for your first tabletop match.
Core Rules and Timeline Guide
A clear guide to Gundam Assemble rules, from the 10-round timeline and primary actions to attacks, upgrades, objectives, and scoring.
Core Rules Guide: Timeline and Combat
Learn the Gundam Assemble core rules: setup, timeline costs, unit actions, line of sight, combat math, and tactics for a clean 20-round game.
How Many Players: 2-Player 3v3
Gundam Assemble how many players? Launch battles are two-player 3v3, with six units per starter set and larger formats planned later.