Quick Play Guide: Learn the Basics

Learn setup, timeline activation, movement, combat, squad building, and victory points in this Gundam Assemble quick play guide for new players.

Quick Play Guide: What a Standard Match Looks Like

Gundam Assemble rewards planning more than raw dice luck: every activation moves your units along a shared timeline, and every attack spends future turns. This Gundam Assemble quick play guide condenses the core rules into a practical first-match plan, so you can set up, activate units, and score victory points without second-guessing the sequence. Use this Gundam Assemble quick play guide to learn the standard two-phase format, avoid common timeline traps, and make every tactical card count.

The game is a tactical miniatures battle built around two-inch scale Gunpla models, unit cards, and tactics cards. You win by defeating enemy mobile suits, capturing objectives, and completing the mission’s specific goals. The exact setup and victory conditions come from the chosen scenario, so treat the quick-start flow below as a baseline rather than a universal rule set.

A typical quick-start checklist includes the following components. Individual scenarios can change quantities and objectives.

ComponentCommon quick-start quantityWhat it does
Game board1Defines hexes, terrain, and objective positions
Units and unit cards6 units / 6 cardsRepresent your mobile suits and their stats
Scenario objectives2Set mission-specific goals and scoring positions
Tactics cards18 totalProvide upgrades, recovery, and special effects
Round token1Marks the current round on the timeline
Timeline tokens6Track when each unit activates
Attack dice15Resolve attacks

A basic demo scenario can call for three units. The checklist above lists six units total, so confirm the scenario’s unit limit before you build a squad. If you are brand new, use the scenario’s recommended squad first; it removes one layer of decisions while you learn the timeline.

Set Up the Board and Timeline Correctly

Setup is where many first games go wrong. A reliable Gundam Assemble quick play guide starts with the scenario, because the scenario tells you which bases, carriers, garrisons, upgrades, energy tokens, objectives, and terrain to place. Put the board in the center, seed the map, then keep shared tokens and dice within reach of both players.

Once the scenario components are identified, follow the placement order for the board, objectives, terrain, and timeline tokens. The sequence is straightforward, but every step matters because a misplaced objective or timeline token can distort the whole match.

Setup stepActionCheck before moving on
1Place the game board in the centerBoard orientation matches the scenario
2Place bases, carriers, garrisons, upgrades, energy, objectives, and terrainMap matches the scenario layout
3Put shared components within reachStatus tokens, dice, and objective markers are available
4Choose red or blue and reveal squadsUnit cards are visible to both players
5Place timeline tokens at each unit’s starting valueSame-round tokens are stacked in your preferred order
6Shuffle nine Tactics cards and draw threeOpening hand is ready
7Advance the round token to the lowest round with a tokenTie-breaking roll is resolved if needed

After setup, advance the round token to the lowest numbered round that has a timeline token. If both players have a unit on that round, each rolls one attack die; the higher roll activates first, and ties are rerolled. Stack your own same-round tokens in the order you want to activate them.

Master the Timeline and Unit Actions

The timeline is the engine of every Gundam Assemble quick play guide. A phase lasts 10 rounds, and a common standard game runs two phases, or 20 rounds. Each unit begins at the starting Timeline value printed on its card. When the round reaches that unit’s token, you activate it, perform actions, then advance its token by the timeline cost of the action or weapon you used.

The same attacking unit can have different timeline costs depending on weapon. In a basic demo, a beam saber costs 2 rounds and a beam rifle costs 4; that unit’s beam rifle has range 4 and strength 5. Paying a higher cost delays the unit’s next activation, so a long-range shot is not automatically the best shot.

Weapon exampleTimeline costRangeStrengthPractical read
Beam saber2 roundsCheck unit cardCheck unit cardLower delay; use when the target is in range
Beam rifle4 rounds4 hexes in demo5 dice in demoMore reach, but later reactivation

When you activate a unit, it can perform actions A through D once each, in any order. You must perform at least one primary action, which is one of the B actions: Attack, Dash, Energize, or Rescue. The quick-start action list identifies B-1 as Attack; the other primary actions are options, but their full effects come from the scenario and card text. In a Gundam Assemble quick play guide, the key question is not which attack is strongest, but which attack keeps your unit in the scoring rhythm.

ActionCategoryRule to remember
AdvanceMovementMove up to 3 hexes; you may stop early but cannot return to the starting hex
Primary actionAttack, Dash, Energize, or RescueAt least one primary action must be performed each activation
Command abilityUnit-specificUse the text on the unit card; actions A–D are once each
Tactics cardHandPlay one card; timing matters because the resource is limited

Movement follows hexes. A unit can move up to three hexes in any direction and may stop early, but it cannot return to the hex where it started. Higher ground and water can add movement cost and end the move. Only one unit can occupy a hex; you may pass through allies but not enemies, so plan detours.

Attacks use the unit card. Timeline cost tells you how far to advance the token, range tells you whether the target is legal, and strength tells you how many dice to roll. A die showing 4 or higher is a hit; each hit deals 1 damage. A 9 or 10 is a critical hit that triggers the critical effect on the unit card. Elevation and terrain can modify accuracy. A unit is defeated when total damage equals or exceeds its hit points; remove it, score its printed victory point value, and expect it back after two rounds.

Attack stepWhat to doDetail to track
1Choose a weaponPay its timeline cost by advancing the unit token
2Check rangeThe target must be within the weapon’s range
3Roll attack diceStrength equals the number of dice; 4+ hits
4Resolve criticals and modifiers9–10 triggers the card’s critical effect; terrain may affect accuracy
5Apply damage and remove defeatsEach hit deals 1 damage; defeated units redeploy after two rounds

Build a Squad and Deck That Fits the Scenario

A practical Gundam Assemble quick play guide should start with scenario limits, not favorite suits. You can build an all-star dream team or a mass-produced squad, but you cannot exceed the number of units the scenario specifies. You also cannot include multiple copies of a unit with the same unit card number unless that unit is Mass Produced.

Your tactics deck is just as important as your squad. Choose nine Tactics cards, shuffle them, and draw three for your opening hand. At the end of the first phase, after 10 rounds, draw three more. A card can be included only if at least one unit in your squad meets its requirement, and normally you may include only one copy of each Tactics card. Some cards upgrade or restore units; others activate special effects, so timing matters.

Building blockRuleFirst-match check
Unit countCannot exceed the scenario’s specified numberConfirm the mission limit before selecting suits
Duplicate unitsNo multiple copies of the same unit card number unless Mass ProducedCheck card numbers, not just suit names
Tactics deck sizeNine cards, shuffledBuild the deck after the squad is locked
Opening handDraw three cardsKeep requirements and affiliations in mind
Phase drawDraw three more after the first phasePlan around the second wave of options
Card requirementsAt least one squad unit must meet the card’s requirementAudit every card against your units

Read the unit card before deployment. Hit Points show the damage threshold. Victory Points show what the opponent earns when the unit is destroyed. Starting Timeline tells you where to place the token. Weapons list timeline cost, range, strength, and abilities. Traits and abilities explain special effects, while the unit card number controls duplicate restrictions.

Score Victory Points Without Overextending

The scoring section of any Gundam Assemble quick play guide matters as much as the combat rules. Most scenarios award victory points for defeating units, capturing and defending objectives, and completing scenario-specific goals. In the common two-phase setup, the player with the most victory points after 20 rounds wins.

Every unit has a printed victory point value. Because defeated units can redeploy after two rounds, a weak unit can give your opponent a steady trickle of points if you leave it exposed, while a strong unit gives a larger one-time payout. Decide early whether you are trading cheap units to hold objectives or protecting a high-value suit. Neither plan is automatically correct; the scenario’s scoring mix should drive the choice.

Victory point sourceHow it worksTrade-off
Defeat a unitEarn the unit’s printed victory point valueThe opponent can redeploy it after two rounds
Capture objectivesActivate units to take and hold scoring positionsRequires map control and often exposes units
Defend objectivesKeep control across roundsTies up units that could attack elsewhere
Complete scenario goalsFinish mission-specific tasksGoals may pull units away from the main fight

Tactics cards are limited, so do not spend them just because you have them. A strength upgrade before a key attack, or a restore effect that keeps a unit alive, can swing more points than a flashy effect used without a follow-up. The end-of-phase draw gives you a second window, but it does not refill your hand immediately, so track what you have left.

Watch for first-match mistakes: skipping the mandatory primary action, forgetting that movement cannot return to the starting hex, and treating destroyed units as gone permanently. Another is ignoring the timeline. Choosing the strongest attack every activation can push a unit so far down the track that it misses key scoring windows.

FAQ: Gundam Assemble Quick Play Guide

How long does a typical match last?

A common setup in a Gundam Assemble quick play guide runs two phases of 10 rounds each, for 20 rounds total. Scenario rules can change the length, so check the mission before you plan a list.

How many units should I bring?

Use exactly the number the scenario allows. A basic demo may call for three units, while the quick-start checklist lists six units total. Do not add extra units just because you own them.

Which weapon should I attack with?

Compare timeline cost, range, and strength. In the demo, the beam saber costs 2 timeline rounds and the beam rifle costs 4, with range 4 and strength 5. If the target is in range for the cheaper weapon, the earlier reactivation is often worth it; use the rifle when reach matters.

What happens when a unit is defeated?

Remove it from the board and award its printed victory point value to the opponent. It can redeploy after two rounds, so points from kills can repeat. This Gundam Assemble quick play guide’s final tip is simple: track both the VP total and the redeployment round so you do not miss a return.