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Gundam Card Game Comprehensive Rules v1.0.0
Effective Date: February 18, 2026 Version: 1.0.0
Overview and Objective
Gundam Card Game is a strategic trading card game where players command Mobile Suits, deploy Pilots, and execute Commands to defeat their opponent. The objective is to reduce your opponent's base HP to zero or cause them to draw from an empty deck.
Players
- Two players compete head-to-head
- Each player starts with a base HP (typically 20)
- Players take turns performing actions
Golden Rules
- Card text overrides rules - If a card contradicts these rules, follow the card.
- Prohibition beats permission - If one effect forbids an action, that takes precedence.
- Do as much as you can - Complete as much of an instruction as possible.
Card Types
Unit Cards
Mobile Suits and other combat units that fight on the battlefield.
- Attack Power: Damage dealt in combat
- Defense Power: Damage required to destroy
- Cost: Resources needed to deploy
Pilot Cards
Characters that pilot Units, enhancing their capabilities.
- Attach to Units to grant bonuses
- Some Pilots have special abilities
- A Unit can only have one Pilot at a time
Command Cards
Instant effects that can change the course of battle.
- Played from hand for immediate effect
- Various effects: damage, healing, buffs, debuffs
- Discarded after resolution
Base Cards
Your headquarters that must be protected.
- Each player starts with one Base in play
- If your Base is destroyed, you lose
- Bases may have passive abilities
Turn Structure
Draw Phase
- Draw one card from your deck
- The starting player does not draw on their first turn
- Trigger any "at the start of your turn" effects
Main Phase
During your main phase, you may:
- Deploy a Unit - Pay the Unit's cost to place it on the battlefield
- Assign a Pilot - Attach a Pilot to an eligible Unit
- Play a Command - Execute a Command card's effect
- Activate Abilities - Use activated abilities on your cards
You may perform these actions in any order and may take multiple actions of the same type if resources allow.
Battle Phase
- Declare attacks with ready Units
- Opponent declares blocks with their ready Units
- Combat damage is resolved
- Destroyed Units are sent to the discard pile
End Phase
- End-of-turn effects trigger
- Discard down to maximum hand size (typically 7)
- Pass turn to your opponent
Combat Rules
Declaring Attacks
- Only ready (untapped) Units can attack
- Declare which Units are attacking
- Attacks may be directed at opponent's Units or Base
Blocking
- Opponent may declare blockers after attacks are declared
- Blocking Units must be ready
- A blocker can only block one attacker unless specified otherwise
Damage Resolution
- Combat damage is simultaneous
- Attack power is dealt to blocker(s) and/or target
- Defense power determines if a Unit survives
- Damage persists until end of turn unless healed
Unit Destruction
- A Unit is destroyed when damage equals or exceeds its Defense
- Destroyed Units go to the discard pile
- Replacement effects may prevent destruction
Keywords and Abilities
Common Keywords
| Keyword | Description |
|---|---|
| Quick | Can be played at instant speed |
| Strike | Deals damage equal to Attack to target |
| Guard | Can block while exerted |
| Boost | Gains +N/+N until end of turn |
| Deploy | Triggered ability when entering play |
Ability Types
- Static Abilities - Continuous effects while in play
- Triggered Abilities - Activate when conditions are met
- Activated Abilities - Player chooses to activate, usually with a cost
Timing
- Active player has priority
- Effects resolve in order (stack/queue system)
- Responses can be made before resolution
Deck Building Rules
Constructed Format
- Minimum deck size: 50 cards
- Maximum copies: 4 of each card by name
- No maximum deck size
Limited Formats
- Sealed Deck: Build from booster packs
- Draft: Select cards passed from other players
- Minimum 40 cards
Card Legality
- Cards must be from legal sets
- Promo cards may have specific restrictions
- Check official ban list before events
Win Conditions
Primary Win Condition
Reduce your opponent's Base HP to zero.
Secondary Win Conditions
- Deck Out: If a player must draw from an empty deck, they lose
- Alternative Win: Some cards provide alternate victory conditions
Draw/Tie Handling
- If both players would lose simultaneously, the game is a draw
- Tournament rules may specify tie-breakers
Glossary
- Ready: Untapped, available to act
- Exerted: Tapped, unavailable until next turn
- Battlefield: The main play area
- Discard Pile: Where destroyed and used cards go
- Hand: Cards held but not yet played
- Deck: Draw pile of cards
These rules are subject to updates. Always check for the latest official rules document.