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GUNDAM ASSEMBLE – Build. Paint. Battle.

 

“GUNDAM ASSEMBLE” is a miniature game where players battle using Gunpla approximately 5 cm in size. Each unit features game settings reflecting its unique characteristics. Players can relive the original works or engage in unique battles through scenarios that follow the original stories, as well as original situations that transcend the boundaries of different universes.


OVERVIEW

Welcome to Gundam Assemble!

This fast-paced, tactical miniatures game puts players directly into the cockpits of legendary
Mobile Suits from across the Gundam franchise. Build squads of your favourite units before
diving into lightning-fast skirmishes—or relive iconic battles through cinematic story scenarios drawn from Gundam’s most memorable conflicts. Combine Mobile Suits from across every Gundam era to create unforgettable battles no timeline has seen before.

Each game of Gundam Assemble revolves around a unique scenario. Some are open-ended
tactical skirmishes; others recreate pivotal moments from Gundam’s vast history. Scenarios
define setup and victory conditions—players earn victory points for defeating enemies, capturing key Objectives, and completing mission-specific goals. When the smoke clears, the player with the highest score claims victory!

PREPARATION

What you need

Prepare all tokens necessary for the scenario. 

SETUP

01: Place the game board in the centre of the play space.

02: Place the following components on the board as indicated by your chosen scenario. 

  • Terrain
  • Bases (and/or Carriers)
  • Additional Upgrades
  • Garrisons
  • Scenario-specific components

03: Place the following additional components in the play space within reach of all players.

  • Additional Upgrades
  • Status effect tokens
  • Energy
  • Attack dice
  • Objective control tokens
  • Other unit or scenario-specific components

04: After selecting to be either the red or blue faction, each player reveals the squad they will use in the scenario and places the corresponding unit cards in the play space.

05: Each player places a Timeline token for each unit they are using on their chosen side of the Timeline Track in the round number indicated by the unit card's starting Timeline value. If more than one of your units is placed on the same round of the Timeline, stack the tokens on top of each other in your preferred order. 

06: Each player shuffles their nine Tactics cards and places them on their side of the play space, then draws the top three cards to create their hand. 

07: Place the round token on the lowest value round with a Timeline token in it. Start the round with the unit whose token is on top.
If both players have a token on that round, roll one attack die. The round starts with the unit of the player who rolls higher. 

RULES

Basic Rules

In Gundam Assemble, players battle using units and their corresponding unit cards. When you activate a unit, it can perform actions A through D on the right, one time each and in any order.
When activating a unit, you must take one Primary Action each round, which are the actions listed from B-1 to B-4. 


 

A: Advance

B: Primary Action

  • B-1 Attack
  • B-2 Dash
  • B-3 Energize
  • B-4 Rescue

C: Use Command Abilities 

D: Play a Tactics Card 

TIMELINE

Unit activation order is managed using the Timeline and Phases. The Timeline is divided into 10 rounds, and when the first 10 rounds end, the first Phase ends and the second Phase begins. Players are assigned either the red side or the blue side of the Timeline track, where they place unit tokens for tracking the activation order of units they are using. 

The Timeline Track

 Start the round token on round one of the Timeline, and activate units with Timeline tokens on that round. If multiple players' Timeline tokens are present, begin unit activation with the opponent of the player who acted last. Rounds without tokens are skipped, and after 10 rounds, the first Phase ends and the second Phase begins.

 

Starting Timeline Values

At the start of the game, place a Timeline token on the round corresponding to the starting Timeline value shown on each unit card. When placing multiple Timeline tokens on the same round,  stack the tokens on top of each other in your preferred order.  

Moving Timeline Tokens

When you activate a unit, the following actions will normally advance its Timeline token:

  • Attack
  • Dash
  • Energize
  • Rescue

A unit cannot be activated until the round with its corresponding Timeline token is reached.

Managing Multiple Timeline Tokens on One Round

If you already have Timeline tokens on a round, stack incoming Timeline tokens underneath them. Activate your units in order during each round, starting with the unit whose Timeline token is on top.
You can only stack Timeline tokens in your preferred order at the start of the game, when placing them on their initial starting positions.

MOVING AND ATTACKING

Move units around the map and battle enemy units to achieve scenario goals. Two of the most fundamental and important actions are Advancing and Attacking. 

Advance

You may choose to Advance a unit once each round, moving up to three hexes across the map, travelling in any direction from one hex to the next.
Various obstacles, including map terrain, enemy units, and Garrison tokens, may restrict this movement.

Dash

Spend two TL to Dash, before or after Advancing (Primary Action B-2). Dashing enables you to move two additional hexes.

Attack

To attack, choose a weapon listed on the unit card, advance the unit's Timeline token a number of rounds equal to the Timeline cost shown, choose a target within range, roll the appropriate number of attack dice for the weapon's Strength, and deal damage to the target.

Weapon Range

You can attack any target on a hex within the Range shown for the chosen weapon. Besides enemy units, targets can include other objects, such as Bases, Carriers, or Garrisons, depending on the scenario.

Damage Resolution

Attack Dice

Roll a number of attack dice equal to the Strength shown for the weapon. Each die that rolls a four or higher is considered a hit, and damage equal to the total number of hits is dealt to the target's hit points.

Critical Hits

If a 9 or 10 is rolled on a die, it's considered a critical hit, and the weapon's critical hit effect triggers.

Tips: Ending Movement

A unit may stop moving on any hex within the distance it is allowed to move. Once a unit stops moving and performs another action, it cannot resume moving. 

Tips: Hexes with Other Units

Only one unit can be placed on a hex at any time. When moving, a unit can pass through hexes with allied units, but it cannot pass through hexes with enemy units and must detour around them. 

UNIT ABILITIES

Units and their weapons each have abilities that can trigger special effects. Take advantage of your units' unique abilities to gain the edge in battle. 

Unit Cards

01: Hit Points

02: Victory Points (VP)

03: Starting Timeline Values

04: Unit Name

05: Unit

06: Traits

07: Weapons

08: Abilities

09: Unit Card Number

Ability Activation Timing

There are three types of abilities which activate at different times: Command, Ongoing and Response.

Command Abilities: Command abilities can be used at any time while a unit is activated if the stated conditions are met.

Ongoing AbilitiesOngoing abilities are continuously active while the stated conditions are met.

Response Abilities: Response abilities can be used any time when the stated conditions are met, regardless whether the unit is activated or not. 

Statuses

Some abilities give a status change to an ally or enemy unit. Depending on that change, the unit's capabilities can be temporarily raised or lowered. Place a token representing the status on the unit card to keep track of it.

Status Effects

Status effects have a wide range of uses, such as increasing a unit's movement speed or weapon strength, increasing the damage a unit takes, or preventing a unit from Advancing.

Energize

Some stronger weapons and abilities consume Energy. Energy is typically gained by Energizing. Spend two TL to gain an Energy by placing an Energy token on the appropriate unit card. Units can have multiple Energy at a time.

TACTIC CARDS

They have a variety of effects, like supporting units in battle similar to abilities, or earning you victory points when certain conditions are fulfilled. Use them wisely to gain the upper hand. 

Tactics Card Deck

At the start of the game, each player chooses nine Tactics cards to construct their deck with. Shuffle the deck without looking at the cards, then draw three Tactics cards for your initial hand. At the end of the first Phase (after 10 rounds have been played), you can draw an additional three Tactics cards to add to your hand. 

GAME BOARD

The game map will contain various kinds of terrain as well as Upgrade tokens that can give you an advantage.
How you manoeuvrer your units will determine who will be victorious. 

SQUAD AND DECK BUILDING

Most scenarios will allow you to build your own squad of Mobile Suits selected from various Gundam series and factions. Choose Tactics cards that match your squad's affiliations and develop your own combat strategies. 

Building Your Squad

You may build any squad you choose, as long as it doesn't exceed the number of units specified by the scenario. However, you cannot include more than one copy of a unit with the same name unless it is Mass Produced. 

Building Your Deck

Your Tactics card deck can include any Tactics card as long as at least one unit in your squad meets the requirements for it. With some exceptions, normally only one copy of a Tactics card can be included in a deck. 

READY FOR BATTLE

You're now up to speed with the basic rules of combat. For more details, consult the manual included with your Gundam Assemble purchase and try it out for yourself! 

VICTORY POINTS

Earn victory points (VP) during the game by defeating enemy units and achieving scenario goals. For most scenarios, the player with the most VP at the end of the game is considered the winner. 

Defeating Enemy Units

Defeating an enemy unit by reducing its hit points to zero will earn you victory points equal to the VP value shown on that unit's card. Defeated units are removed from the board and their Timeline token is immediately moved two spaces forward (toward higher round numbers) on the Timeline track.

Controlling Objectives

There are Objectives on the game board that can be controlled if there are more allied units than enemy units surrounding them at the end of the round. The player controlling an Objective at the end of each Phase captures that Objective and earns victory points for it.

Defeating or Rescuing Garrisons

A friendly Garrison token on the map can be Rescued by advancing an allied unit's Timeline token two rounds while it is adjacent to the Garrison (Primary Action B-4). Rescued tokens are removed from the board, and victory points can be earned for them. An enemy Garrison can be defeated by attacking it and dealing one or more points of damage. Defeated tokens are removed from the board, and victory points can be earned for them.

Scenario Objectives

Some scenarios have specific conditions that award victory points when fulfilled. These are listed on the scenario Objectives placed in the play space at the start of the game. Achieving scenario Objectives is a critical part of swinging the battle in your favour.

 

Official GUNDAM ASSEMBLE Core Rulebook

Download the Official Core Rulebook (PDF)

Official Quick Play Guide Video

Watch the Official Quick Play Guide on YouTube

Official GUNDAM ASSEMBLE Play Guide

View the Official Play Guide

PRODUCTS