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BUILD. PAINT. PLAY.

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Build your force with Starter Set 01 and Expansion Packs 01 & 02.

Gundam Assemble Starter Set 01 [ST01] — original official highlight photograph

ST01 / Starter sets

Starter Set 01

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BUILD. PAINT. PLAY.Browse all 15 products

THE GUNDAM ASSEMBLE COLLECTION

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ST01, EX01 and EX02 lead the collection. Explore all 15 sets.

All Assemble sets

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Bandai Gundam Assemble Starter Set 01 [ST01]

ST01 / Starter sets

[ETA: NOV 26] Starter Set 01 [ST01]

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Bandai Gundam Assemble Expansion Pack 01 [EX01]

EX01 / Expansion packs

[ETA: NOV 26] Expansion Pack 01 [EX01]

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Bandai Gundam Assemble Expansion Pack 02 [EX02]

EX02 / Expansion packs

[ETA: NOV 26] Expansion Pack 02 [EX02]

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Bandai Gundam Assemble Expansion Pack 05 [EX05]

EX05 / Expansion packs

Expansion Pack 05 [EX05]

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Bandai Gundam Assemble Deluxe Set 03 [DX03]

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Deluxe Set 03 [DX03]

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Bandai Gundam Assemble Scenario Pack 01 [SC01]

SC01 / Scenario packs

Scenario Pack 01 [SC01]

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Bandai Gundam Assemble Expansion Pack 09 [EX09]

EX09 / Expansion packs

Expansion Pack 09 [EX09]

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Bandai Gundam Assemble Expansion Pack 08 [EX08]

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Expansion Pack 08 [EX08]

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Bandai Gundam Assemble Expansion Pack 07 [EX07]

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Expansion Pack 07 [EX07]

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Bandai Gundam Assemble Expansion Pack 06 [EX06]

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Expansion Pack 06 [EX06]

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Bandai Gundam Assemble Deluxe Set 02 [DX02]

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Deluxe Set 02 [DX02]

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Bandai Gundam Assemble Paint Pack 01 [PA01]

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Paint Pack 01 [PA01]

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Bandai Gundam Assemble Expansion Pack 04 [EX04]

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Expansion Pack 04 [EX04]

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Bandai Gundam Assemble Expansion Pack 03 [EX03]

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Expansion Pack 03 [EX03]

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Bandai Gundam Assemble Deluxe Set 01 [DX01]

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Deluxe Set 01 [DX01]

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Gundam Assemble key terms52 definitions

Back to the lessons

Every term taught in our interactive Gundam Assemble tutorial, in one place. Tutorial design by Kidultverse, based on official guidebook.

Board and turns

Hex
One space on the board. Movement and range are counted in hexes. Lesson 1
Reserve
Units waiting off the board. Every unit starts here, and a defeated unit comes back here. Lesson 1
Base
Your arrival hex. A unit deploys onto it from Reserve and must move off: no unit may end its activation on a Base. Lesson 1
Deploy
Bringing a unit from Reserve onto your Base at the start of its activation. Lesson 1
Activation
One unit’s turn: one optional Advance and one Primary Action, plus eligible Commands, cards and responses. Lesson 1
Timeline
The shared track that sets turn order. The unit on the lowest space acts next. Lesson 2
Round
One space of the Timeline. A Phase has 10 rounds. Lesson 2
TL
Timeline cost. Every action has one, and the unit's token moves that many spaces along the Timeline. Lesson 2
Phase
A game lasts 2 Phases of 10 rounds. A token that passes space 10 rolls into the next Phase, and Objectives score at the end of each Phase. Lesson 2
Shared space
When tokens share a space, a player's own units act top to bottom; between players, whoever did not act last goes first, then they alternate. Lesson 2

Actions

Advance
The optional move in an activation: up to 3 hexes, plus any Speed. Lesson 1
Primary Action
The one main action every activation needs: Attack, Dash, Energize or Rescue. Lesson 3
Attack
Using a weapon on an enemy. It costs the weapon's TL. Some Tactics cards are attacks too. Lesson 2
Dash
A Primary Action that moves up to 2 hexes for 2 TL. Speed does not add to it. Lesson 3
Energize
A Primary Action that stores 1 Energy for 2 TL. Lesson 1
Rescue
A Primary Action for 2 TL that frees an allied Garrison next to the unit and scores 2 VP. Lesson 3
Energy
Stored charge that a unit spends on abilities and some cards. Lesson 10

Moving

Speed
Extra hexes added to an Advance, for example from a Speed Upgrade. Lesson 3
Elevation
How high a hex is. Each level climbed costs 1 extra hex of movement; going down is free. Lesson 4
Jump
Starting a move on high ground lets a unit cross gaps and pass over lower enemies, paying only for climbing above where it started. Lesson 4
Engaged
Next to an enemy unit or Garrison at the same elevation. An Engaged unit moves 1 hex less and must attack an Engaged enemy. Lesson 8
Hover
A unit with Hover ignores terrain and elevation costs and can cross impassable terrain, but cannot stop on it. Lesson 9

Combat

Range
The distance to the target in hexes, ignoring elevation. Range 1 means next to it. Lesson 6
Line of sight
A clear line from the centre of the attacker's hex to the centre of the target's. Allies never block it. Lesson 5
Strength
How many dice an attack rolls. Lesson 6
Attack dice
Ten-sided dice (d10). Each one that shows 4 or more is a hit. Lesson 6
Accuracy
A bonus or penalty on every die: +1 attacking down, −1 attacking up, less in water, debris or Minovsky particles. A 1 always misses. Lesson 6
Critical hit
Natural 9–10 always hit and trigger the weapon’s critical effect once. Wing Zero’s Zero System also makes natural 7–8 critical. Lesson 6
Area of Effect
An attack that hits every enemy inside the weapon's pattern. Lesson 6
Shield
Each active Shield stops 1 damage, then is deactivated until that unit's next activation. Lesson 7
Damage and Hit Points (HP)
Each hit that gets past Shields deals 1 damage, which removes 1 Hit Point. At 0 HP the unit is defeated. Lesson 7
Defeat
At 0 HP the opponent scores the unit's VP. It returns to Reserve and its token moves 2 spaces on (the Timeline Penalty). It deploys again later. Lesson 7
Push and Pull
Moving an enemy away from, or towards, the source one hex at a time. Lesson 8
Collision damage
A unit pushed into higher ground or another piece stops, and everything involved takes 2 damage. Lesson 8

Status effects

Slow
The next Advance moves 0 hexes, then Slow is removed. Dash or ending an activation does not clear Slow. Lesson 8
Disarm
On the unit's next attack, every hit is re-rolled and no critical effects trigger. Lesson 8
Fracture
The next attack that deals the unit 3 or more damage deals 3 more. Lesson 8

Terrain

Water
Starting a move in water costs 1 hex. Each unit in the attack that stands in water costs 1 Accuracy. Lesson 9
Debris field
Works like water: 1 hex to start a move in it, and 1 Accuracy for each unit in the attack standing in it. Lesson 9
Minovsky particles
A cloud that costs 2 Accuracy on any attack beyond range 1 when either unit is inside it. Lesson 9
Impassable terrain
Ground no unit may enter. Hover can cross it but cannot stop on it. Lesson 9

Cards

Tactics card
Your deck holds 9. You draw 3 at the start and 3 more after Phase 1, and may play 1 per activation. Each is an Attack, a Command or a Response. Lesson 10
Command
A card or ability you use during your own unit's activation. Lesson 12
Response
A card or ability you use the moment its trigger happens, even in your opponent's turn. Lesson 13
Upgrade
A Shield, Speed or Strength marker on the board. End a move on it to collect it for the rest of the game. Lesson 6
Response priority
The activating player chooses responses first, then the other player. Each ability may respond once to each trigger; passing preserves your resources. Lesson 13

Winning

Victory Points (VP)
After the last Phase, the most VP wins; on a tie, whoever acted last wins. Lesson 11
Objective
A marker that scores VP at the end of each Phase for the side that controls it. Lesson 11
Contest and capture
A unit ending its activation on or next to an Objective contests it. More of your units than theirs captures a neutral Objective, or makes an enemy one neutral. Lesson 11
Garrison
A 1 HP post. Defeating an enemy Garrison or Rescuing your own scores 2 VP. It blocks movement and line of sight like an enemy unit. Lesson 3

This guide

Real cards, tutorial situations
Named units from ST01, EX01 and EX02 use verified card values. Tutorial design by Kidultverse, based on official guidebook. Lesson 1

Remote weapons

Remote Weapon System (RWS)
An owner-directed 1 HP, 2 VP piece. It does not block sight, cause Engagement or contest Objectives. A unit may pass through its hex but cannot end there. Lesson 14

Bandai's own guides