Tactics Cards: Deck Building Guide

Build and play Gundam Assemble tactics cards with a nine-card deck, timed draws, and affiliation rules that decide which effects you can bring.

Where Gundam Assemble tactics cards Fit in a Turn

Gundam Assemble tactics cards are the easiest part of the game to overlook and the fastest way to throw away a winning position. You build a nine-card deck, draw three before the first round, and then spend them one at a time — so every card you hold is a decision you cannot take back. Treat your Gundam Assemble tactics cards as a timed resource rather than a bonus, and the rest of your battle plan gets sharper immediately.

Every activation follows the same order, and the card slot is last. When you activate a unit, you work through the following steps in any order you like, but you must complete one Primary Action before the activation ends.

SlotActionWhat it covers
AAdvanceMove the unit up to its movement value in hexes
BPrimary Action (mandatory)Choose one: Attack, Dash, Energize, or Rescue
CCommand AbilitiesUse abilities printed on the unit card; some require an Energy token
DPlay a Tactics CardSpend one card from your hand

Because the Primary Action is compulsory, the card in slot D is a bonus layered on top of something you were already doing. Never build a turn around "I'll just play a card" — build it around the attack, the objective grab, or the rescue, then use the card to push that play over the line. The full sequence of unit actions and timeline setup is worth reading once before your first game.

One clarification that saves new players a lot of confusion: the abilities printed on a unit card (slot C) are not the same thing as the cards in your hand. Unit abilities belong to that specific machine and stay available every round. The nine-card deck is a separate pool you shuffle and draw from, and it is the only thing affected by deck-building restrictions.

Deck construction is short, but it is not free-form. Your Gundam Assemble tactics cards must be legal against your squad before the first die is rolled, and legality is checked by affiliation rather than by points.

ConstraintRule
Deck sizeExactly nine tactics cards
CopiesNormally one copy of each card; duplicates are the exception, not the default
LegalityAt least one unit in your squad must meet the card's requirement
Opening handShuffle, then draw the top three cards
RefreshDraw three more at the end of the first phase (after 10 rounds)
Per-turn limitOne card played per activation
VisibilityKeep your hand hidden from your opponent

The practical consequence is that a mixed squad dilutes your deck. If you spread four units across four different series and factions, most cards you draw will fail the requirement check on at least part of your force. Pick a single dominant trait, fill the squad with units that share it, and let two or three cards break the pattern only where the payoff is clear.

Squad building has its own restriction that runs in parallel: you cannot include multiple copies of a unit with the same card number unless that unit is Mass Produced. Plan the squad first, then choose the cards — not the other way around.

Draw Timing and Hand Discipline

You will see six cards across a standard two-phase battle, out of a nine-card deck. That math should shape how you build and how you hold.

MomentCards drawnWhat it means for you
SetupTop three after shufflingYour opening plan has to work with roughly a third of your deck
End of phase oneThree more added to handCards held from the opening hand carry into phase two
Phase playNoneNo mid-phase redraws — a spent card is gone

Two habits follow directly from that table. First, do not burn a card on a marginal attack in round two when the same card answers a much bigger threat in round seven. Second, hold at least one card into phase two if the first phase is already going your way; the second draw is your only reinforcement, and a hand of one going into the back half of a scenario is a real handicap.

Timeline pressure is the other half of hand discipline. Attacks and abilities push your token along the round track, and the unit with the lowest value activates next, so expensive actions can hand the initiative to your opponent. Read the cost before you commit, and treat a cheap activation plus a well-timed card as often stronger than an expensive attack with nothing left to support it.

Reading the Card Pool Before You Commit

Card effects live on the cards themselves, so the job at the table is matching your squad's traits to what your deck can actually use. The pool spans multiple series and factions, and the set codes tell you where a card came from — useful when you are trading for singles or splitting a purchase with friends.

Set codeCardPrinted tag
PA01-T09Interference—
PA01-T08Counter Attack—
EX01-T01Psycho-Frame OverloadLaplace's Guardian
EX01-T02Critical RescuePetite Mobile Suit
EX01-T03Swift AppropriationRapid Response
EX01-T09Grunt's Guard—
EX02-T01Bit AssaultProtective Heroine
EX02-T02Cold SilenceSilent Hunter
EX02-T03Iśvara AssaultFrontline Duelist
EX02-T05Drone AssaultAsticassia

When you are scanning the printed tactics card pool by set or flipping through a trade binder, sort by the tag first and the effect second. A powerful card your squad cannot legally bring is worth nothing, and a modest card that clears its requirement every single game is worth a deck slot.

Do not assume a short list is the whole pool. Published previews show a slice of what exists across sets, and the card count will keep growing with each expansion. Build your deck around effects you can read on the cards in front of you, not around a name you saw once in a preview.

Practical Plays That Convert Cards Into Victory Points

Victory points come from defeating enemy units, hitting scenario goals, contesting objectives, and rescuing garrisons, which pays out immediately. Your cards should be aimed at whichever of those your squad is actually good at.

  • Rescue early and often. A rescue is a Primary Action on an adjacent allied garrison and it hands you points without a dice roll. Protecting the unit that does it is one of the best uses of a defensive card.
  • Contest objectives with numbers, not heroics. An objective flips to your side when you have more units on or adjacent to its hex than your opponent does. Cards that reposition or protect a second body near the marker are worth more than raw damage.
  • Dash onto upgrade tokens. Landing on a hex with an upgrade token reveals Strength, Shield, or Speed, and the buff lasts the rest of the game. A Dash plus a supporting card is often a better turn than a low-percentage attack.
  • Respect line of sight and elevation. If you cannot draw a clean line from the center of your hex to the center of the target's hex, the attack does not happen — and a card spent to enable a shot you cannot legally take is a wasted turn.
  • Track engagement. Once your unit is locked with an enemy, you have to deal with that enemy or spend movement disengaging. Plan the card for the fight you are already in.
Situation on the boardCard priority
Your unit is one hit from being removedDefensive or damage-reduction effect
You are one body short of contesting an objectiveRepositioning or protection
You have a clean shot at a high-value targetAccuracy or damage boost
Phase one is ending and you hold two cardsPlay the situational one, keep the flexible one
Nothing is threatened and nothing is contestedHold — do not spend a card to fill a turn

Common Mistakes With Gundam Assemble tactics cards

MistakeWhy it hurtsFix
Splashing cards across four factionsMost draws fail the requirement checkAnchor the deck to one dominant trait
Playing a card every single turnYou run dry before the second drawSpend only when it changes the board
Ignoring the timeline cost of the attack you are boostingThe opponent activates first and undoes itCheck the track before committing
Holding all three opening cardsYou never convert your advantageSpend one per phase at minimum
Treating a unit at zero HP as gone foreverRedeployment rules are still being finalizedConfirm the scenario's ruling before play

One honest caveat: end-of-game conditions were not fully locked down in the demo version of the game, and some groups play a fixed number of turns while others end on objective control. Agree on the ending condition before round one, because it changes whether your last card should be aggressive or defensive.

FAQ

How many Gundam Assemble tactics cards do I draw? Three at setup from a shuffled nine-card deck, then three more at the end of the first phase after 10 rounds. You do not redraw mid-phase, so six cards is your realistic ceiling in a two-phase scenario.

Can I play more than one tactics card in a turn? No. Playing a tactics card is a single action within one activation, so it is one card per activation at most.

Do tactics cards cost timeline movement like attacks do? Timeline costs are printed on weapons and abilities rather than on the card action itself. Confirm the cost on the specific effect you are using before you move your token.

Why can't I include a card I like? Each card requires at least one unit in your squad to meet its requirement, and duplicates are normally limited to one copy. Check the tag against your list before the game, not during it.

Are unit abilities the same as tactics cards? No. Unit abilities sit on the unit card and are always available, sometimes for an Energy token. Tactics cards come from the deck and are limited by your draws.