Starter Set 01 Guide
Use this Gundam Assemble starter set 01 guide to set up the board, run timeline turns, choose unit actions, build a squad, and score VP.
What This Gundam Assemble Starter Set 01 Guide Covers
A tabletop box can look like a pile of counters until the turn order clicks. That is why a practical Gundam Assemble starter set 01 guide matters: it turns the board, timeline tokens, and unit cards into a first game you can actually finish. This Gundam Assemble starter set 01 guide focuses on the setup order, the one Primary Action every unit must take, and the scoring habits that keep a small squad competitive.
The quick-start format uses a small squad, a shared board, and scenario objectives. You do not need to memorize every card before the first round. You need to know which pieces belong on the board, which stay within reach, and which decisions happen during a unit’s activation. The sections below follow that order.
| Component | Role in play | Setup check |
|---|---|---|
| Game board x1 | Defines hexes, terrain, and the scenario space | Place it in the center of the play area |
| Units x6 | Your squad’s models | Match each model to a unit card |
| Unit cards x6 | Hold hit points, VP, timeline values, traits, weapons, and abilities | Keep them visible to both players |
| Scenario objectives x2 | Give the scenario its goals | Place them exactly as the scenario sheet shows |
| Tactics cards x18 | Supply two nine-card player decks | Shuffle each player’s nine cards separately |
| Round token x1 | Tracks the current round | Advance it to the lowest round with a timeline token |
| Timeline tokens x6 | Mark when each unit activates | Match each token to the unit card’s starting timeline value |
| Attack dice x15 | Used for attacks and timeline tie-breaks | Keep them within reach of both players |
If your scenario sheet calls for bases, carriers, garrisons, additional upgrades, energy, terrain, status-effect tokens, or objective control tokens, place them where the sheet indicates. The list above is the shared quick-start kit, not a substitute for scenario-specific placement.
Setup: From Box to Battle
The setup section of this Gundam Assemble starter set 01 guide follows the quick-start play sequence: board first, then scenario pieces, shared supplies, player squads, and timeline tokens. That order prevents the common first-game mistake of hunting for dice while a unit is already active.
| Step | Do this | Why it matters |
|---|---|---|
| 1 | Place the game board in the center of the play space | It defines the battlefield both players share |
| 2 | Place bases or carriers, garrisons, additional upgrades, energy, scenario objectives, and terrain as the scenario indicates | Scenario rules depend on exact placement |
| 3 | Put additional upgrades, status-effect tokens, energy, attack dice, objective control tokens, and unit-specific pieces within reach | Shared components should not interrupt play |
| 4 | Choose red or blue, reveal your squad, and place the matching unit cards in front of you | Establishes sides and gives both players reference cards |
| 5 | Place a timeline token for each unit on the round shown by its starting timeline value; stack same-round tokens in your preferred order | Sets the activation order before the first turn |
| 6 | Shuffle your nine Tactics cards, place the deck on your side, and draw three | Builds your opening hand |
| 7 | Advance the round token to the lowest numbered round with a timeline token; start with the unit on top; if multiple players share that round, roll one attack die each, higher roll starts, reroll ties | Begins the first round correctly |
Two checks save time. First, confirm every unit has both a model on the board and a matching unit card in view. Second, confirm every timeline token sits on the round shown by its unit card. If a token is on the wrong round, the whole first phase feels off.
Timeline and Unit Actions
The timeline is the part of this Gundam Assemble starter set 01 guide that new players most often misread. Each unit gets a token on the round indicated by its starting timeline value. The round token moves to the lowest round that still has a token, and the unit on top of that stack activates first. When several players’ tokens share a round, an attack-die roll decides who goes first; ties are rerolled. That single rule creates most of the game’s pacing, so set the track carefully before anyone touches a unit.
When a unit activates, it can perform actions A through D once each, in any order, but it must take one Primary Action from B-1 through B-4 every round. In practice, you cannot spend an activation only on Advancing, using a command ability, and playing a card. Pick the Primary Action first, then slot the other actions around it.
| Action | Type | How to use it |
|---|---|---|
| A Advance | Non-primary action | Move the unit as part of its activation; it does not replace the required Primary Action |
| B Primary Action | Required each round | Choose exactly one of B-1 through B-4 |
| B-1 Attack | Primary Action | Use it when the unit attacks an enemy unit; weapon abilities on the card can trigger special effects |
| B-2 Dash | Primary Action | A movement-focused Primary Action; choose it when position is the priority |
| B-3 Energize | Primary Action | A Primary Action option; check the unit card and scenario rules for its effect |
| B-4 Rescue | Primary Action | A Primary Action option; use it when the scenario or unit card makes rescue relevant |
| C Use Command Abilities | Non-primary action | Resolve command abilities once during the activation |
| D Play a Tactics Card | Non-primary action | Play one Tactics card during the activation |
Movement, Combat, and Unit Card Reading
For the movement portion of this Gundam Assemble starter set 01 guide, remember two hex rules: a unit may stop on any hex within the distance it is allowed to move, and once it stops and performs another action, it cannot resume moving. Only one unit can occupy a hex at a time. Allied units can be passed through, but enemy units cannot, so plan detours rather than straight lines.
- Check each unit’s starting timeline value before deployment.
- Keep unit cards visible so hit points, VP, traits, weapons, and abilities are easy to reference.
- Read weapon abilities before choosing Attack; the card is the source for special effects.
- Use scenario objectives to decide whether a unit should move toward a fight or hold a position.
- Track which units have already taken their Primary Action so you do not skip a required choice.
The unit card is not decoration. It tells you when the unit acts, what it can do, and how it scores. If a rule question comes up, read the card before improvising.
| Unit card field | What it tells you |
|---|---|
| Hit Points | How much damage the unit can take |
| Victory Points (VP) | The unit’s scoring value to check during VP counting |
| Starting Timeline Values | Which round the unit’s timeline token begins on |
| Unit Name and Unit | The model’s identity on the table |
| Traits | Keywords or categories that interact with other rules |
| Weapons | Attack options and weapon-specific abilities |
| Abilities | Special effects that change how the unit plays |
| Unit Card Number | The reference used for duplicate-unit limits |
Attack is a Primary Action, and the weapon entries on the unit card explain special effects. The quick-start overview does not replace weapon-specific text, so read the weapon line before rolling.
Tactics, Squad Building, and Victory Points
The Gundam Assemble starter set 01 guide deck rules are easy to underestimate. Each player builds a nine-card Tactics deck, shuffles it, and draws three cards for the opening hand. After the first Phase, which ends after 10 rounds, each player draws three more cards. Playing a Tactics card is the D action during an activation, so it competes with the rest of that unit’s action list.
| Timing | What happens | Practical check |
|---|---|---|
| Deck building | Choose nine Tactics cards | At least one unit must meet each card’s requirement |
| Start of game | Shuffle the deck and draw three | Keep deck and hand separate |
| After first Phase (10 rounds) | Draw three more cards | Plan for a larger hand in the second phase |
| Unit activation | Play a Tactics card as action D | One card per activation, since each action is once per activation |
Squads can mix units from different Gundam series and factions, which is part of the appeal. The limits matter more than the flavor. You cannot exceed the scenario’s unit count, and you cannot include multiple copies of a unit with the same unit card number unless that unit is Mass Produced. For Tactics cards, every card in your deck needs at least one unit in your squad that meets its requirement, and normally only one copy of a Tactics card can be included.
| Squad or deck check | Rule | Beginner action |
|---|---|---|
| Unit count | Stay within the scenario’s unit cap | Count models before finalizing |
| Duplicate units | No same unit card number unless Mass Produced | Compare card numbers, not just model names |
| Tactics eligibility | At least one squad unit must meet each card’s requirement | Remove unsupported cards |
| Tactics copies | Normally one copy per card | Do not assume multiple copies are legal |
| Affiliation fit | Choose cards that match your squad’s affiliations | Build around shared traits |
The final part of this Gundam Assemble starter set 01 guide is scoring. Most scenarios award victory points for defeating enemy units and achieving scenario goals. At the end of the game, the player with the most VP usually wins. That makes every attack a scoring decision, not just a damage decision. If a scenario objective is close to completion, a unit may be more valuable holding a position than chasing another fight.
FAQ
How many Tactics cards do I draw at the start?
Each player shuffles a nine-card deck and draws three. After the first Phase, which is 10 rounds, each player draws three more. Playing a card uses the D action during a unit activation, so do not treat the hand as a free extra phase.
What happens when two units share a timeline round?
Roll one attack die for each player with a token in that round. The higher roll starts the round; reroll ties. Stack your own same-round tokens in the order you prefer before play begins.
Can I take two copies of the same unit?
Not unless the unit is Mass Produced. The restriction is tied to the unit card number, so compare card numbers rather than model names alone.
What is the fastest way to use a Gundam Assemble starter set 01 guide at the table?
Set up the board and scenario pieces first, place unit cards and timeline tokens, then choose one Primary Action per activation. Keep the unit card visible, check VP sources, and use the scenario sheet for any placement details. A Gundam Assemble starter set 01 guide is most useful when it is open beside the timeline track, not read once and shelved.
Related Guides
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Core Rules and Timeline Guide
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Core Rules Guide: Timeline and Combat
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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.