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
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.
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.
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.
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.
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.
What makes a constructed deck legal?
Use 50+ cards and no more than 4 copies of any card by name.
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.
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.
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.
What does Regenerate do?
Regenerate prevents a Unit from being destroyed once and removes all damage from it. It must be activated before destruction.
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
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.
1.3.1Prohibition beats permission
Effects preventing an action override effects allowing it.
1.3.2Do as much as you can
When resolving instructions, complete every possible part even if one part cannot happen.
1.3.3Make choices during resolution
Targets and choices are generally made when an effect resolves, not when it is announced.
5.2.4Section-level navigation aligned with the official rulebook structure.
Section 1: Overview and Objective
1.1-1.5Core definitions, golden rules, game objective, and win conditions.
Section 2: Setup
2.1-2.3Pre-game setup, determining first player, and starting hands.
Section 3: Turn Structure
3.1-3.4Defines Draw, Main, Battle, and End phases with timing for triggers.
Section 4: Turn Actions
4.1-4.6Deploying Units, assigning Pilots, playing Commands, and activating abilities.
Section 5: Card Types
5.1-5.6Unit, Pilot, Command, and Base card behaviors and characteristics.
Section 6: Combat Rules
6.1-6.5Attack declaration, blocking, damage resolution, and destruction.
Section 7: Keywords and Abilities
7.1-7.5Technical definitions and interactions for all keyword abilities.
Section 8: Win Conditions
8.1-8.4Victory through base destruction, deck out, and alternative wins.
Section 9: Deck Building
9.1-9.4Constructed and limited format deck construction rules.