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Tutorial 1: Basis of the game

I won't get any further today to "translate" the basic rules of Gundam War TCG for need to play the game.

Anyway, as I said in last article, probably you have an idea of what is Gundam War.

First, I'm going to explain basic rules.
1. Deck (in this game, it's call "Nation")
a. It have to be EXACT 50 cards
b. Only 3 of the "same card" can be put into a deck
i. "Same card" means cards with exactly same card number
2. How to win
a. If your opponent's Nations become 0
b. If your opponent have 10 or more "Dirty Counters"
3. Types of cards

-- Unit cards
user posted image
- A unit card could be tell by looking at the top left - "Unit"
- Units include MS, Colony, or Ship, etc.
- At the top, you see 3 numbers, they're...
Left: The number of the "Nation Power" (or in better words, Mana) you need for a specific color (like my sample card, because it's blue card, you need 2 Blue Nation Powers)
Middle: The number of Nation Power require IN TOTAL. What I mean?? It just means it is NOT EXTRA COST, it just means when you have 2 Nation Powers, and both of them is Blue, you can play this card
Right: Resource. When that card comes into play to Disposition Area, you must move X cards from top of your Nation to Lost Card Pile. If you CANNOT move it, you lost the game
- Then after the picture, you see the unit number of the card name, remember one thing, "same card" does NOT COUNTED Card Name.
- At the right of Card Name, you see two thing. That is the logo where this card could be sent to in battle. In Gundam War, there're two battle Area: Space and Earth, which the left one is "Space" and right one is "Earth".
- After that, it's effect text, I would explain on the effect later
- At the bottom, you see three number (like this one, 1, 2, and 2)
The "1" in this card means it's Attack Strength
The second one is this card's Shooting Strength
The third one is this card's Defense
I would explain them more when I talk about Battle.
------------------------
The second type of card is "Character", which looks something like this:
user posted image
- First, you have Character at the top, and then a Partensis, that is just to explain WHERE this card could "disposed" to (or...equipped to), like my sample, this card could be dispose to any Unit Card
- Then you see the cost, see the Units for details of that
- After the picture, you see the Character Name, only ONE Character with the same name could be play to the field at one time
- At right of that, you see three square boxes, their meaning:
a. First one is about Gender
M: Male
F: Female
b. Second one is about their "age"
Ad: Adult
Ch: Child
c. Third one is about if they're NT or not
NT: Newtype character
Those does not matter much except on some card effect which specify which type of character would get the effect.
- Then below that is the effect text, like Units, I would explain it later
- At last, it's the Attack, Shooting, and Defense Strength. I would explain about rules on Character later
---------------------------
Operation - An operation card is a operation or battle in the original story. This type of card stays on the field and bring different effect to the player/cards on field until it was sent to Junkyard.
A operation card looks something like this:
user posted image
- On the top, the word "Operation" identify this is Operation card
- On the top right, it's the cost to play the card, see Unit section for more info
- After the picture, it's the card name
- Below that, it's the effect text
- At the bottom, you see a logo for the set, and the number.
----------------------------
Command - A Command card is a scene from the original story. You may use infinite number of this type of card during a turn as long as you have the Nation Power.
A Command card looks something like this:
user posted image
- This type of card looks as the same as an Operation, except that it said "Command" instead of "Operation"
- Usually there's a "timing" requirement to play this type of card, I would explain this later.
--------------------------
Generation - This type of card brings out "Nation Power".
There're 6 colors of G cards:
Blue - Earth Federation and AEUG
Green - Zeon
Black - Titans and Zanscare
Red - Neo Zeon and Crossbone Vanguard
Brown - Turn A and X
White - W and Seed
---------------------------
At last, there's a type of "purple" card in the game, those types of card are treated as "colorless", there're only few of those in the game.

Section 3: Field

Bottom F) Self Disposition Area
- This is where all of your Units, Characters, Operations, and Generations card was put when it is not battle phase
Top F) Opponent's Disposition Area
- This is where all of opponent's Units, Characters, Operations, and Generations card was put when it is not battle phase
C+D) Battle Area
- This is the place where you sent Units to "battle", it is divided by "Space" (C) and "Earth" (D) area, you can find which card can be put to those areas in the "Terran" information
G) Junkyard
- This is where you put card after the card was "used". All cards that was "Trash" from the field, unless specify, would belong to here.
A) Nation
- This is where...the deck belongs
B) Lost Card Pile
- This place is where all cards that was "discard" by damages or resources belongs. You put card FACE DOWN in this area.
H) Hangar - Explained in later tutorials
E) Removed from Game - Explained in later tutorials

Section 4: Turn and Phases
- A Turn in Gundam War is just combination of all the phases, after one turn, unless by other card's effect, the turn player would be switch.
- A Phases is different part of a Turn.
The Phases:
1) Reroll Phase
- During this phase, you "Reroll" (or...if you play M:tG, untap) all cards that is in Roll position (or...tapped)
2) Draw Phase
- You draw one card from your Nation
3) Disposition Phase
- This is where the cards are play.
- During each Disposition Phase, you may play (or, disposed to field) only ONE (unless negated by other card's effect) Unit, Character, Operation, and Generation Cards. HOWEVER, you may play as many Command Card as you want.
- ALSO note that if the Unit, Character, Op, or Generation you play would get counter (negate/invalid), you can still play another one during that turn. All cards that got negated are treated as they're "never comes to play", so the restriction would not apply.
4) Battle Phase
- This is where you or your opponent declare battle
- It is divided into 4 STEPS:
----a) Attack Step - The turn player could declare attackers and sent them to the battle area
---- b) Defense Step - The non-turn player could declare and sent defense units to the battle area
----c) Damage Calculation Step - This is where all damages are calculated
----d) Return Step - All Units that have battle during this turn would move back to respective Disposition Area in Roll position
5) End Phase
- Any special effect that say "End of Turn" would happen here.

Section 5: Starting a game
When you're ready with a Nation with 50 cards, and you find an opponent that have the same thing, you may start a "game".

1) Greet your opponent - You know how to do that...right?
2) Shuffle your deck - Anyway you want to shuffle...just don't cheat
3) Give your opponent to shuffle - He can use any method to shuffle it...just...don't left their cards in bad condition
4) Put down the deck into the Nation area
5) Each player draw 6 cards from their Nation
- If either don't have Generation card, they can show their hand to their respective opponent, he/she then may shuffle the hand back to the Nation and draw back 6 new cards. (Repeat this process if needed)
- If either player "don't like" his/her hand, they can shuffle back the hand to the Nation and draw back 5 cards. Each time anyone do this, they must draw one less cards from the previous hand. THE MINIMUM is 3 cards. Also, the "G card reshuffle" rule cannot apply here.
6) Figure out ways to decide who go first