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.

ComponentWhat it doesFirst-game note
Game board and terrainDefines hexes, elevation, water, debris, and other tactical featuresSet it up exactly as the scenario instructs; terrain can block movement and Line of Sight
Units and unit cardsMiniatures plus stats, weapons, abilities, starting Timeline value, hit points, and VPKeep cards faceup and place tokens where everyone can see them
Timeline track and tokensTracks when each unit activatesPlace each token at its starting Timeline value; stack same-round tokens in your chosen order
Attack diceRolled to resolve attacksA 4 or higher is a hit; 9 or 10 is a critical hit
Tactics cardsA nine-card deck of attacks, commands, and responsesDraw three at the start and play at most one per activation
Scenario componentsBases, Carriers, Garrisons, Upgrades, Energy, ObjectivesThese 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.

StepActionWhy it matters
1Choose a scenario and read its special rulesScenario rules override the basic flow and set the VP targets
2Place the board, terrain, and scenario componentsElevation, water, and debris shape every movement and attack decision
3Put shared tokens and dice within reachYou will pass Energy, Upgrades, and status tokens often
4Reveal squads and place unit cardsEach unit needs its card, miniature, and Timeline token matched correctly
5Place Timeline tokens at starting valuesStack your own same-round tokens in the order you want those units to act
6Shuffle Tactics decks and draw three cardsYour opening hand shapes your first few activations
7Determine first player and resolve setup abilitiesLowest 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.

ActionWhat you doTimeline impact
AdvanceMove up to three hexesBasic move; it does not replace your Primary Action
AttackUse one weapon against a valid targetPay the weapon’s Timeline cost
DashMove up to two hexesPay 2 Timeline
EnergizeGain 1 Energy on the unitPay 2 Timeline
RescueRemove an adjacent allied Garrison and score 2 VPPay 2 Timeline
Command abilityUse a printed abilityUsually once per activation; follow the card
Tactics cardPlay one card from your handSome 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 stepWhat happensKey decision
1Declare the attack and choose a weaponCheck the weapon’s range, Strength, and Timeline cost
2Choose a targetThe target must be in range and in Line of Sight
3Pay the Timeline costMove the attacking unit’s token forward before resolving dice
4Resolve pre-dice responsesSome abilities and cards trigger before dice are rolled
5Roll attack diceRoll dice equal to Strength; 4+ hits, 9–10 crits
6Resolve critical hit effectsApply the weapon’s critical effect if one was rolled
7Deal damage and apply ShieldsEach hit deals 1 damage; each active Shield prevents 1 damage
8Check for defeatA 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.

SituationMovement effectAttack effect
Moving to higher elevationSpend 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 movementMust 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.