Gundam Assemble Guide

Terms You Will Hear at the Table

Quick answer

Timeline is the shared round track; a Phase is ten rounds; a garrison is a token you rescue or destroy for two VP; Energize trades two timeline for one Energy; Mass Produced is the trait that lets you field duplicates.

Every term the rulebook uses, in the order you meet it.

Official unit card: Delta Plus

Core terms

Activation - one unit's turn within a round. The unit takes its actions, then its Timeline token moves forward by the costs paid.

Advance - the free movement action, up to three hexes, once per activation.

Attack dice - ten-sided dice rolled for attacks. A hit is 4 or higher; 9 or 10 is also a critical.

Base - a scenario object that can be attacked or defended, depending on the scenario.

Carrier - a scenario object, generally larger than a base, used in deluxe games with battleship-class units.

Command ability - an ability marked Command, usable once during the unit's activation.

Critical hit - a die result of 9 or 10. It hits regardless of Accuracy modifiers and can trigger the weapon's critical effect.

Energy - a resource token placed on a unit card, spent by stronger weapons and abilities. Gained by Energizing.

Energize - a Primary Action: spend two timeline to place one Energy on the unit.

Garrison - a token on the map worth two VP, either by rescuing it (friendly) or destroying it (enemy).

Line of sight - the requirement that a unit can see its target, checked against terrain and units.

Mass Produced - a trait that lifts the duplicate restriction, allowing multiple copies of that card number.

Objective - a marker on the map, contested by units ending their activation on or adjacent to it.

Ongoing ability - an ability that is continuously active while its stated condition is met.

Phase - ten rounds. A game is two Phases.

Primary Action - one of Attack, Dash, Energize or Rescue. Exactly one is required per activation.

Response ability - an ability used when its stated trigger occurs, regardless of whose activation it is.

Round - one step on the timeline. The round token marks the current one.

Scenario Objective - a card placed at setup that adds specific VP conditions.

Status effect - a token on a unit card tracking a temporary buff or debuff.

Strength - the number of attack dice a weapon rolls.

Tactics card - a card from your nine-card deck, played at most once per activation.

Timeline - the shared ten-round track that decides activation order.

Timeline cost - the number of rounds a unit's token moves forward for a given action.

Timeline token - a unit's marker on the track, showing when it next activates.

VP (victory points) - the score. Earned from kills, garrisons, objectives and scenario conditions.

Terms people mix up

| Term | Not to be confused with |

| Timeline | Turn order - there is no fixed turn order |

| Round | Phase - ten rounds make one Phase |

| Unit card number | Unit name - duplicates are keyed to the number |

| Strength | Damage - Strength is dice count, damage is hits |

| Hit points | VP - HP is how much damage it takes, VP is what it scores |

ActionActivation - an activation contains several actions

Reading the cards

Card number - the code in the corner, e.g. ST01-U01. This is what the duplicate rule checks.

Trait - the keyword line, e.g. Mass Produced or Londo Bell. Traits gate Tactics cards.

Weapons - each weapon prints range, strength and timeline cost.

Abilities - Command, Response and Ongoing abilities sit under the weapons.

Starting Timeline - the round the unit first activates.

If a term on your card does not appear here, it is a card-specific keyword and the card text is the authority. The unit card database shows every launch card in one table.