Gundam Rules Hub Comprehensive Rules v1.0.0 Effective February 18, 2026
Comprehensive rules navigation for real game decisions

This page mirrors the indexed rules corpus in Gundam Card Game Comprehensive Rules. Start with quick answers, move to topic guides, then drill into rule-cited details.

Source path: $lib/content/gundam/comprehensive-rules.v1.0.0.md

Quick Questions

Common game situations with direct answers and links into the detailed rules index.

Can I attack with a Unit I just deployed?

Only if it has Rush. Normally, Units cannot attack the turn they are deployed.

3.3.27.7

Do I lose immediately if I try to draw from an empty deck?

Yes. Attempting to draw from an empty deck causes you to lose the game.

8.21.5.3

Can a Unit have multiple Pilots attached?

No. A Unit can only have one Pilot at a time. To attach a new Pilot, the existing one must be removed first.

5.3.24.4.3

When can I play a Quick Command?

Quick Commands can be played at any time, including during your opponent's turn and in response to other effects.

4.5.27.1

How is combat damage resolved?

Combat damage is simultaneous. Both attacking and blocking Units deal damage at the same time, then destroyed Units are removed.

6.4.1-6.4.3

What makes a constructed deck legal?

Use 50+ cards and no more than 4 copies of any card by name.

9.19.2

Can I attack my opponent's Base directly?

Yes, you can attack the Base directly if there are no blocking Units. Damage reduces the opponent's Base HP.

6.2.18.1

How does Armor work with multiple sources?

Multiple Armor sources stack additively. A Unit with Armor 1 and another Armor 2 effect would have Armor 3 total.

7.8.2

Is there a maximum hand size?

Yes, the maximum hand size is typically 7 cards. At the end of your turn, discard down to this limit.

3.4.2

What does Regenerate do?

Regenerate prevents a Unit from being destroyed once and removes all damage from it. It must be activated before destruction.

7.12.1-7.12.3
Turn Flow and Win Conditions

Setup Stage

Shuffle deck, determine starting player, draw starting hand (typically 5-7 cards), and place Base card.

2.1.1-2.1.4

Draw Phase

Draw one card from deck. Starting player skips first draw. Resolve start-of-turn triggers.

3.1.1-3.1.3

Main Phase

Deploy Units, assign Pilots, play Commands, and activate abilities in any order.

3.2.1-3.2.4

Battle Phase

Declare attacks with ready Units, opponent blocks, resolve combat damage, destroy defeated Units.

3.3.1-3.3.5

Winning and Losing

Reduce opponent's Base HP to zero to win. Drawing from empty deck causes loss.

1.5.1-1.5.3 - 8.1-8.3

Golden Rules

When interactions conflict, resolve them by these priority rules first.

Card text overrides game rules

If a card contradicts a core rule, follow the card.

1.3.1

Prohibition beats permission

Effects preventing an action override effects allowing it.

1.3.2

Do as much as you can

When resolving instructions, complete every possible part even if one part cannot happen.

1.3.3

Make choices during resolution

Targets and choices are generally made when an effect resolves, not when it is announced.

5.2.4
Comprehensive Rules Map

Section-level navigation aligned with the official rulebook structure.

Section 1: Overview and Objective

1.1-1.5

Core definitions, golden rules, game objective, and win conditions.

golden rulesobjectivewin conditionbase HP

Section 2: Setup

2.1-2.3

Pre-game setup, determining first player, and starting hands.

setupstarting playeropening handshuffle

Section 3: Turn Structure

3.1-3.4

Defines Draw, Main, Battle, and End phases with timing for triggers.

draw phasemain phasebattle phaseend phase

Section 4: Turn Actions

4.1-4.6

Deploying Units, assigning Pilots, playing Commands, and activating abilities.

deployassignplayactivate

Section 5: Card Types

5.1-5.6

Unit, Pilot, Command, and Base card behaviors and characteristics.

unitpilotcommandbaseattackdefense

Section 6: Combat Rules

6.1-6.5

Attack declaration, blocking, damage resolution, and destruction.

attackblockdamagedestroysimultaneous

Section 7: Keywords and Abilities

7.1-7.5

Technical definitions and interactions for all keyword abilities.

quickstrikeguardboostdeploy

Section 8: Win Conditions

8.1-8.4

Victory through base destruction, deck out, and alternative wins.

base HPdeck outvictorydraw

Section 9: Deck Building

9.1-9.4

Constructed and limited format deck construction rules.

50 cards4 copiesconstructedlimiteddraft