# Gundam Card Game — full knowledge bundle Single-file bundle for LLM consumption: rules, glossary, errata, and (when size permits) the card catalog. Individual sections are available separately — see the game's llm.txt index. ## MCP server Prefer the TCG Knowledge MCP server over scraping these files when your client speaks MCP. It is read-only: comprehensive rules, errata, glossaries, tournament policy, and card catalogs. Start with list_games. Human guide: https://tcg.online/mcp Remote HTTP: POST https://api.tcg.online/mcp (streamable HTTP, JSON-RPC, protocol 2025-06-18). Staging host: https://staging-api.cardgoat.org/mcp Remote config: { "mcpServers": { "tcg-knowledge": { "url": "https://api.tcg.online/mcp" } } } Source: https://github.com/TheCardGoat/the-card-goat-online (tools/tcg-mcp-server/) Stdio (local, requires Bun): { "mcpServers": { "tcg-knowledge": { "command": "bun", "args": ["tools/tcg-mcp-server/server.ts"] } } } HTTP (self-host): bun tools/tcg-mcp-server/server.ts --http --port 8180 then POST JSON-RPC to http://127.0.0.1:8180/mcp. GET /healthz for liveness. Rate limited at 60 requests/min with burst 30. Tools: list_games, list_rules_documents, search_rules, read_rules_document, search_glossary, search_cards, get_card, list_card_sets. ## Gundam Card Game Comprehensive Rules (Ver 1.7.0) # Gundam Card Game Comprehensive Rules (Ver 1.7.0) Source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/comprehensive-rules.md --- Local source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/comprehensive-rules.md Publisher's current source: [Bandai](https://www.gundam-gcg.com/en/pdf/comprehensiverules_en.pdf?260917=) (local copy: 1.7.0) # Gundam Card Game Comprehensive Rules Ver. 1.7.0 **Updated May 22, 2026** ## Table of Contents - 1. Game Overview - 2. Card Information - 3. Card Types - 4. Game Locations - 5. Essential Game Terminology - 6. Preparing to Play - 7. Game Progression - 8. Attacking and Battles - 9. Action Steps - 10. Effect Activation and Resolution - 11. Rules Management - 12. Multiplayer Battle - 13. Keyword Effects and Keywords ## Comprehensive Rules ## 1. Game Overview ### 1-1. Number of Players 1-1-1. Gundam Card Game is a competitive game between two players. Refer to the multiplayer rules for rules that apply to games conducted with other player counts. ### 1-2. Winning and Losing the Game 1-2-1. When either player is defeated, the game ends. When one opponent is defeated, the opponent who was not defeated wins the game. 1-2-2. The following are all game conditions that result in defeat. 1-2-2-1. When either player receives battle damage from a Unit while they have no cards in their shield area, that player fulfills the conditions for defeat. 1-2-2-2. When either player has no cards remaining in their deck, that player fulfills the conditions for defeat. 1-2-3. If either player fulfills the conditions for defeat, the next time rules management is performed, that player loses the game as a result. (See 11. Rules Management) 1-2-4. During a game, any player may concede at any time. That player immediately loses and the game ends. 1-2-5. There are no card effects that force a player to concede. Loss of the game by conceding is never a substitution of any substitution effect. ### 1-3. Fundamental Game Rules 1-3-1. While the rules of the game are fundamentally defined within this comprehensive ruleset, there may be exceptions that arise due a card’s effects or special rules. If the text written on a card contradicts the comprehensive rules, the text on the card takes precedence. 1-3-2. If a player is required to perform an action that is not possible for any reason, that action is not performed. If a player is required to perform an action and only part of that action is not possible, the player must perform as much of the action as possible. 1-3-2-1. If you are required to put an entity into some state that entity is already in, the entity remains in the state it was in, and the action putting it into that state is not performed. Ex: If you are instructed to rest a Unit that is currently rested, since the Unit is already rested, it is not rested again. 1-3-2-2. If for any reason you are required to perform zero or less repetitions of an action, the action is not performed. An opposite action is not performed for negative repetition counts. 1-3-3. When a card’s effect requires an action that an active effect prevents, the active effect takes precedence, and the action is prevented. 1-3-4. When both players are required for any reason to make a selection simultaneously, the active player chooses first. The standby player chooses after that. 1-3-5. Unless specified otherwise, when choosing a number for a card or a rule, you must choose a whole number equal to or greater than one. You cannot choose a negative or fractional number. 1-3-6. When numerical information on a card is modified by a card’s effect, the result will be a whole number. If the result would be negative, treat it as zero unless it will be modified by another effect. 1-3-7. Unless specified otherwise, a card’s effects are performed in the order they appear in the text on the card. ## 2. Card Information ### 2-1. Card Number 2-1-1. The serial number of a card. Cards with the same card number are treated in the game as the same card. 2-1-2. When preparing to play, there must be four or fewer copies of cards with the same card number in your deck. ### 2-2. Card Name 2-2-1. The name of a card. 2-2-2. Cards may be referred to by their card name within a card’s text without any additional information provided. In this case, reference the card with that card name. 2-2-3. A portion of a card name may be specified within a card’s text using the phrase ‘with “xyz” in its name.’ Such references include all cards whose card name contains the quoted text. 2-2-4. A card can have multiple card names. 2-2-5. Multiple cards with the same card name can exist on the field. ### 2-3. Card Type 2-3-1. The card type of a card. 2-3-2. There are five card types: Unit, Pilot, Command, Base, and Resource. (See 3. Card Types) ### 2-4. Color 2-4-1. The color of a card. This color may be referred to within card text. 2-4-2. With the exception of Resource cards and tokens, all cards have a color. 2-4-2-1. There are five card colors: blue, green, red, white, and purple. 2-4-3. The color of a Unit in the battle area is not affected by the color of a card paired with it. ### 2-5. Trait 2-5-1. A card’s trait, such as a group, class, or type. This trait may be referred to within card text. 2-5-2. Some cards may have multiple traits. 2-5-3. Traits may be referred to within card texts. If a trait appears in a text, it is referring to cards with that trait. Cards with multiple traits may be referred to by one or more of those traits. 2-5-4. Traits are typically found on Unit, Pilot, and Base cards, as well as Command cards with Pilot effects. 2-5-5. A Pilot’s traits are not added to the traits of a Unit it is paired with. ### 2-6. Zone 2-6-1. A card’s zone. This zone may be referred to within card text. 2-6-2. Zones are mainly found on Unit and Base cards. ### 2-7. AP (Attack Points) 2-7-1. A card’s offensive strength in battle. (See 7. Attacking and Battles) 2-7-2. AP is mainly found on Unit and Base cards. 2-7-3. AP modifiers appear on Pilot cards and Command cards with Pilot effects. These modifiers are added to Units when they are paired. ### 2-8. HP (Hit Points) 2-8-1. A card’s defensive strength. 2-8-2. A card with HP is destroyed when that HP becomes zero. 2-8-3. HP is mainly found on Unit and Base cards. 2-8-4. HP modifiers appear on Pilot cards and Command cards with Pilot effects. These modifiers are added to Units when they are paired. ### 2-9. Lv. (Level) 2-9-1. The number of resources that are required when playing a card. This condition is satisfied when the number of resources in your resource area is equal to or greater than the card’s level. Whether a Resource is active or rested makes no difference. 2-9-2. With the exception of Resource cards and tokens, all cards have a Lv. 2-9-3. Treat the Lv of a token as zero when referring to it. 2-9-4. Treat the Lv of a player as the current number of Resources that player has (including EX Resources) when referring to it. ### 2-10. Cost 2-10-1. The cost paid when playing a card. You can pay this cost by resting the necessary number of active Resources in your resource area. 2-10-2. With the exception of Resource cards and tokens, all cards have a cost. 2-10-3. Treat the cost of a token as zero when referring to it. ### 2-11. Card Text 2-11-1. The specific effects that a particular card has. 2-11-2. Unless instructed otherwise, card text on Unit and Base cards only takes effect in the battle or shield area. 2-11-3. Pilot cards typically have two card texts. The card text printed above the card name belongs to the Pilot, and the card text printed below the card name is gained by the Unit paired with it unless a location for where to activate an effect is specified. (See 3-3. Pilots) 2-11-4. Some text includes portions inside parentheses that provide details about a card’s effect or keyword effect. These are explanatory notes meant to explain the effect, and they have no influence on the game. ### 2-12. Link Condition 2-12-1. The conditions that are necessary to link a card, such as Pilot names or traits. 2-12-2. Only Unit cards have link conditions. ### 2-13. Card Art 2-13-1. Artwork illustrating a card’s contents. ### 2-14. Illustrator’s Name 2-14-1. The name of a card’s illustrator. ### 2-15. Copyright 2-15-1. A card’s copyright notice. ### 2-16. Rarity 2-16-1. An indicator of a card’s rarity. ## 3. Card Types 3-1. There are five card types: Unit, Pilot, Command, Base, and Resource. Most card elements can be found on all of the card types. (See 2. Card Information) Refer to the rules section of each card type for details about noteworthy card elements. ### 3-2. Units 3-2-1. One of the five card types. When played, Unit cards are deployed into the battle area. They are “Units” while deployed in the battle area and “Unit cards” if they are in any other location. 3-2-2. Unit cards are one type of card that composes your deck. 3-2-3. Only Units can attack. 3-2-4. Unless specified otherwise, a newly deployed Unit cannot attack on the turn it is deployed. 3-2-5. Units have AP and HP. 3-2-5-1. AP shows a Unit’s offensive strength in battle. 3-2-5-2. HP shows a Unit’s defensive strength. When it becomes zero, the Unit is destroyed. 3-2-6. Only Units have link conditions. 3-2-6-1. These are conditions that are necessary to create a Link Unit, such as Pilot names or traits. 3-2-6-2. A Unit with a Pilot satisfying its link conditions placed beneath it is called a Link Unit. 3-2-6-3. Units normally cannot attack during the turn in which they are deployed. Link Units can immediately attack during the turn in which they are deployed. 3-2-6-4. A portion of a card name may be specified within a link requirement using the phrase “[xyz].” That link requirement is satisfied if a Pilot whose card name contains the bracketed text is paired. Ex: When you pair the Pilot Garrod Ran & Tiffa Adill with a Gundam X that has the link requirement [Garrod Ran], that satisfies the link requirement since the card name contains [Garrod Ran]. ### 3-3. Pilots 3-3-1. One of the five card types. When played, Pilot cards are placed beneath Units in the battle area and paired with them. They are “Pilots” when paired and “Pilot cards” if they are in any other location. 3-3-2. Pilot cards are one type of card that composes your deck. 3-3-3. A Pilot can only exist in the battle area if it is paired with a Unit. 3-3-4. As a rule, a Unit can only have at most one Pilot paired with it. 3-3-5. You cannot freely remove a paired Pilot from a Unit or exchange it with another Pilot. 3-3-6. When a Unit paired with a Pilot is destroyed, returned to the hand, or otherwise moved from the battle area to another location, the paired Pilot is moved to the same location as the Unit. 3-3-7. Pilot cards have traits. These are not gained by Units they are paired with. 3-3-8. Pilots have AP and HP. 3-3-8-1. A Pilot’s AP and HP are typically shown as numerical values, such as “+1,” which get added to a paired Unit. These numerical values are added to the paired Unit while they are paired. 3-3-9. A Pilot has two card texts above and below its card name. 3-3-9-1. The card text printed above the card name belongs to the Pilot card. Typically 【Burst】 effects appear here. 3-3-9-2. The card text printed below the card name are effects gained by the paired Unit unless a location for where to activate them is specified. Treat them as effects on the paired Unit while they are paired. 3-3-9-2-1. If an effect specifies a location such as the hand or trash where it activates, the Pilot card activates that effect. ### 3-4. Commands 3-4-1. One of the five card types. When played, Command cards activate their command effects. They are “Commands” while their command effects are active and “Command cards” otherwise. 3-4-2. Command cards are one type of card that composes your deck. 3-4-3. Commands with active command effects are not considered to be located within any specific game location until those effects end. 3-4-4. Unless an effect says otherwise, Commands are placed into your trash after their effects have ended. 3-4-5. 【Main】 and 【Action】 timing on command effects show when they canbe played. (See 12-2. Keywords) 3-4-6. Some Command cards have 【Pilot】 effects in addition to their normal command effects. 3-4-6-1. A【Pilot】 effect appears on the bottom portion of a Command card and includes traits, AP, HP, and a second card name indicating the Pilot’s name. 3-4-6-2. When played, a Command card with a 【Pilot】 effect can be paired with a Unit as a Pilot instead of activating its command effect. 3-4-6-3. It is a “Pilot” while paired and a “Command card” if it is in any other location. 3-4-6-4. While it is paired as a Pilot, rules for Pilots apply to it. (See 3-3. Pilots) 3-4-7. Some Command cards have 【Burst】 effects in addition to their normal command effects. (See 12-2-5. 【Burst】) ### 3-5. Bases 3-5-1. One of the five card types. When played, Base cards are deployed into the base section of the shield area. They are “Bases” while deployed in the shield area and “Base cards” if they are in any other location. 3-5-2. Base cards are one type of card that composes your deck. 3-5-3. While a Base is present, damage dealt to the shield area is preferentially dealt to that base. 3-5-4. Bases have AP and HP. 3-5-4-1. AP shows a Base’s offensive strength in battle. 3-5-4-2. HP shows a Base’s defensive strength. When it becomes zero, the Base is destroyed. ### 3-6. Resources 3-6-1. Resources are placed directly into the resource area from the resource deck. They are “Resources” while in the resource area and “Resource cards” if they are in the resource deck area. 3-6-2. Resource cards are the type of card that composes your resource deck. ## 4. Game Locations ### 4-1. Locations 4-1-1. The locations in the game are the deck area, resource deck area, resource area, battle area, shield area, removal area, hand, and trash. 4-1-1-1. Each player has their own instance of each location. 4-1-1-2. When referring to them to all together, the resource area, battle area, and shield area are also called the field. 4-1-2. Commands whose effects are currently active and cards whose 【Burst】 effects are currently active are not considered to be in any of the locations listed above. 4-1-3. The number of cards in any location is public information and can be confirmed by either player at any time during the game. 4-1-4. Cards in some locations may be viewed by all players, while cards in other locations may not. Locations where cards may be viewed are referred to as public, whereas locations where cards may not be viewed are referred to as private. 4-1-5. When a card moves between locations, unless specified otherwise, treat it as a new card in the new location. Any effects that were applied to it in the previous location are ignored. 4-1-6. When multiple cards are simultaneously placed into a location, unless specified otherwise, the player who owns those cards determines the order in which they are placed in that location. 4-1-7. When multiple cards are simultaneously placed into a private location from a public location, unless specified otherwise, the player who owns those cards determines the order in which they are placed into that private location. The order in which those cards are placed is not revealed to the other player. ### 4-2. Deck Area 4-2-1. This is where you place your deck at the start of the game. 4-2-2. Your deck area is private. Cards within it are placed face down in a stack. Unless specified otherwise, neither player is allowed to view the contents or order of the cards, nor are they allowed to change the order of the cards. 4-2-3. When moving multiple cards from your deck to another location simultaneously, they all get treated as though they are placed simultaneously, but physically move the cards one card at a time. 4-2-4. When instructed to shuffle a deck, the player who owns that deck reorders the cards randomly. ### 4-3. Resource Deck Area 4-3-1. This is the location where you place your resource deck at the start of the game. 4-3-2. Your resource deck area is private. Cards within it are placed face down in a stack. Unless specified otherwise, neither player is allowed to view the contents or order of the cards, nor are they allowed to change the order of the cards. 4-3-3. When moving multiple cards from your resource deck to another location simultaneously, they all get treated as though they are placed simultaneously, but physically move the cards one card at a time. ### 4-4. Resource Area 4-4-1. This is where you place Resources from your resource deck. 4-4-2. You may have up to 15 Resources in your resource area. 4-4-2-1. You may have up to five EX Resources in your resource area. 4-4-3. Your resource area is public. Both players are free to view cards in this location. ### 4-5. Battle Area 4-5-1. This is where you place Units and Pilots. 4-5-2. Units are placed face up when they are deployed. 4-5-3. Pilots are placed face up beneath Units when they are paired. 4-5-4. You may have up to six Units at a time in your battle area. 4-5-5. Your battle area is public. Both players are free to view cards in this location. ### 4-6. Shield Area 4-6-1. This location is checked when the player is attacked. 4-6-2. Within the shield area there is a section to place Shields and a section to place a Base. 4-6-3. You may have up to one Base placed face up in your base section. 4-6-3-1. The base section is public. Both players are free to view cards in this location. 4-6-4. The cards that become your Shields are placed face down in the shield section. 4-6-4-1. Your shield section is private. Unless specified otherwise, cards in this area are placed face down and neither player is allowed to view the contents or order of the cards, nor are they allowed to change the order of the cards. Unless specified otherwise, when moving a card from your shield section to a different location, choose the top card. 4-6-4-2. Cards in the shield section are treated as Shields with 1 HP each. ### 4-7. Removal Area 4-7-1. This is where you place removed cards. 4-7-2. Your removal area is public. Both players are free to view cards in this location, and you are free to reorder them. ### 4-8. Hand 4-8-1. Your hand is where you place cards drawn from your deck. 4-8-2. Your hand is a private location, but each player may freely view or reorder the cards in their own hand. 4-8-3. Unless specified otherwise, you may not view the other player’s hand. 4-8-4. A hand is limited to no more than ten cards. Players may have any number of cards in their hand, but if your hand exceeds the limit during your end phase, you must discard cards until the limit is reached. ### 4-9. Trash 4-9-1. Destroyed Unit, Pilot, and Base cards, and Command cards whose abilities have finished activating, go into the trash. 4-9-2. Your trash is public. Cards within it are placed face up in a stack, and both players are free to view their contents. You are free to reorder the cards in your trash. ## 5. Essential Game Terminology ### 5-1. Effect 5-1-1. An effect is text that is printed within a defined region of a card. 5-1-2. Some effects are keyword effects such as and . ### 5-2. Player 5-2-1. A player is the owner of a card. 5-2-2. When “owner” appears in the text of a card, it refers to the player who owns that card. 5-2-3. At the end of a game, all cards are returned to the players who own them. ### 5-3. Active Player and Standby Player 5-3-1. The active player is the player responsible for advancing the current turn in progress. 5-3-2. The standby player is the player not responsible for advancing the current turn in progress. ### 5-4. Active and Rested 5-4-1. Cards in the battle area, resource area, and base section can be in one of the two following indicative orientations. 5-4-1-1. Active: the card is placed vertically. 5-4-1-2. Rested: the card is placed horizontally. 5-4-2. When a card is placed into the battle area, resource area, or base section, it is generally set as active. ### 5-5. Damage 5-5-1. When damage is dealt to a Unit, Base, or Shield, the dealt damage is shown with counters. (See 5-17. Counters) 5-5-1-1. Show the current amount of damage a card has received by placing a number of counters equal to that damage on top of it. 5-5-2. A card that receives damage equal to or greater than its HP is destroyed as a result of rules management. (See 11. Rules Management) 5-5-3. Units, Bases, Shields, and players can receive damage as a result of battle. Attacking Units and Units being attacked deal damage equal to their AP to each other during the damage step. This damage is called battle damage. 5-5-4. Units, Bases, Shields, and players can receive damage from effects on cards. This damage is called effect damage. 5-5-5. Damage is not dealt when the amount of damage dealt would be zero. 5-5-6. When damage received by a Base or Shield exceeds its HP, the excess damage is not dealt to another Shield. ### 5-6. HP Recovery 5-6-1. When a Unit or Base recovers from received damage for any reason, remove a number of damage counters from it equal to the amount it recovers. 5-6-2. If the amount recovered exceeds the amount of damage the card has currently received, remove all of its counters. HP does not increase by the amount exceeded. 5-6-3. A Unit that has not received damage cannot recover HP. ### 5-7. Play 5-7-1. This typically describes revealing a card in your hand and paying its cost to use it. 5-7-1-1. Sometimes cards are played from locations other than your hand due to effects. ### 5-8. Deploy 5-8-1. This describes a Unit or Base being placed on the field. ### 5-9. Pair 5-9-1. This describes placing a Pilot card, or a Command card with a 【Pilot】 effect, beneath a Unit. ### 5-10. Destroy 5-10-1. This describes cards receiving damage equal to or greater than their HP and cards being placed from the field into the trash by effects. 5-10-2. When a Unit or Base is destroyed, it is placed face up into the trash of the player who owns it. 5-10-3. When a Shield is destroyed, first reveal it and check for a 【Burst】 effect before placing it into the trash. If a 【Burst】 effect is present, decide if you will activate it before placing the Shield into the trash. (See 12-2-5. 【Burst】) 5-10-4. A card placed into the trash by rules management when the limit on the number of cards in the battle area or base section is exceeded is not treated as destroyed. (See 11. Rules Management) ### 5-11. Discard 5-11-1. This describes placing a card from the hand into the trash. ### 5-12. Remove 5-12-1. This describes a card being placed from any location into the removal area. 5-12-2. A removed Unit or Base is not treated as destroyed. ### 5-13. Randomly 5-13-1. Cards handled randomly are reordered without intentional interference from the player. ### 5-14. Draw (a Card) 5-14-1. This describes adding the top card from your deck to your hand without showing it to the other player. 5-14-1-1. If a player is instructed to “draw 1,” they move the top card of their deck to their hand without showing it to the other player. ### 5-15. Shuffle 5-15-1. When instructed to shuffle your deck, reorder the cards in your deck area randomly. 5-15-1-1. When instructed to shuffle your deck and there is only one card in your deck area, treat the deck as shuffled even though the order of that card has not changed. ### 5-16. Gain 5-16-1. This describes a new effect being added to a card by some effect. ### 5-17. Token 5-17-1. Cards treated as Units, Bases, or Resources can be placed on the field from outside the game by various effects. These cards are called tokens. 5-17-2. Tokens have the following rules. 5-17-2-1. A token placed as a Unit, Base, or Resource is affected by rules and effects in the same manner as a real Unit, Base, or Resource. 5-17-2-2. A Unit token can be paired with a Pilot in the same manner as a normal Unit. 5-17-2-3. Tokens are treated as having no color. 5-17-2-4. A token’s Lv and cost are both treated as zero. 5-17-2-5. When a token moves to any location other than the battle area, resource area, or shield area, it is removed from the game. 5-17-2-5-1. The token momentarily moves to that location before being removed, so trigger conditions such as “when destroyed” and “when returned to your hand” are fulfilled. 5-17-3. EX Base and EX Resource tokens are two tokens that are used at the start of games. 5-17-3-1. EX Base 5-17-3-1-1. An EX Base is a Base token with 0 AP and 3 HP. 5-17-3-1-2. Place it in the base section at the start of the game. 5-17-3-2. EX Resource 5-17-3-2-1. An EX Resource is a Resource token that can be used temporarily to pay costs. 5-17-3-2-2. Player Two places one in their resource area at the start of the game. 5-17-3-2-3. When an EX Resource is used to pay a cost, that EX Resource is removed from the game. 5-17-4. Tokens prepared for the game are placed face down outside the game when preparing to play. Tokens removed from the game are placed outside the game, and not in the removal area. 5-17-4-1. When preparing to play, you must have six or fewer copies of tokens with the same card number. 5-17-4-2. The number of tokens placed outside the game is public information, and either player can confirm it. 5-17-4-3. The contents of tokens placed outside the game is private information, and only the player who owns them can confirm it. 5-17-4-4. You can place tokens that will not be used in the game outside the game. ### 5-18. Counter 5-18-1. During a game, specific counters are placed on and removed from cards. 5-18-1-1. In the Gundam Card Game, counters displaying how much damage a card has received are typically placed on Units and Bases when they receive damage. 5-18-2. When placing counters on a card, place some object on top of the card that shows the number of counters placed, such as chips or a die. 5-18-3. When removing counters from a card, remove the indicated number of counters from the top of the card. ### 5-19. / (Forward Slash) 5-19-1. The “/” character is sometimes used with traits, among other places. It performs the same function as the conjunction “or” would in those situations. Ex: If an effect reads “1 (Zeon)/(Neo Zeon) Unit card,” choose either one (Zeon) Unit card or one (Neo Zeon) Unit card. ### 5-20. “If you do” and “Then” 5-20-1. If the text portion preceding the phrase “If you do” in card text cannot be resolved, then resolving the succeeding portion is not possible. 5-20-2. Even if the text portion preceding the word “Then” in card text text cannot be resolved, resolving the succeeding portion is possible. ### 5-21. Reduce 5-21-1. This refers to decreasing damage a Unit, Base, or Shield receives by the indicated amount before it is received. 5-21-2. If the amount reduced is equal to or exceeds the amount of damage originally received, then damage received becomes zero. 5-21-2-1. When damage received is zero, damage is neither dealt nor received. ## 6. Preparing to Play ### 6-1. Preparing a Deck, Resource Deck, and Token Cards 6-1-1. Before the game, each player prepares a deck and a resource deck. A deck consists of exactly 50 cards, and a resource deck consists of exactly 10 cards. 6-1-1-1. A deck is constructed with Unit, Pilot, Command, and Base cards. 6-1-1-2. A deck must be constructed entirely using either one or two card colors. 6-1-1-2-1. A deck consisting of all red cards and a deck consisting of cards of two colors, green and white, both qualify as legal decks. 6-1-1-3. Up to four copies of cards with the same card number can be included in a deck. 6-1-1-4. A resource deck is constructed with Resource cards. 6-1-1-5. Any number of Resource cards with the same card number can be included in a resource deck. 6-1-2. Before the game, each player prepares one EX Base and one EX Resource token card. 6-1-2-1. If you intend to use other tokens, make sure to have the necessary token cards at hand. ### 6-2. Before the Game 6-2-1. Before the game starts, each player follows the steps listed below. 6-2-1-1. Present the deck and resource deck you will use in the game. The deck and resource deck must conform to the rules on deck construction explained in 6-1. 6-2-1-2. Each player thoroughly shuffles their deck. When finished, each player places their deck face down in their deck area. 6-2-1-3. Each player places their resource deck face down in their resource deck area. 6-2-1-4. Both players determine Player One and Player Two using a method such as rock paper scissors or a die roll. The winner decides who becomes Player One. 6-2-1-4-1. When deciding Player One and Player Two with a die roll, use dice that are acceptable to both players. 6-2-1-5. Each player draws five cards from their deck, which become their starting hand. 6-2-1-6. Then, starting with Player One, each player decides if they will redraw their hand one time according to the rules explained below. Players are not required to redraw if they do not wish to. 6-2-1-6-1. If you decide to redraw, return your entire hand to the bottom of your deck and draw five new cards, which will become your new starting hand. Then, shuffle your deck. 6-2-1-7. After Player One has announced whether or not they will redraw, Player Two may redraw according to the same rules explained in 6-2- 1-6-1 above. 6-2-2. Each player takes the top six cards of their deck, one at a time, and places them face down into their shield section without looking at them. When doing so, place each card so it overlaps the previous one, starting with the card nearest to you. 6-2-3. Each player places one active EX Base token card into their base section. 6-2-4. Player Two places one active EX Resource token card into their resource area. 6-2-5. The game begins with Player One’s turn. ## 7. Game Progression ### 7-1. Turn Flow 7-1-1. Each turn progresses with the completion of five phases in order: start phase, draw phase, resource phase, main phase, and end phase. 7-1-2. During a game, one of the two players controls game progress as the active player. The active player completes phases in the order described below. 7-1-3. During each phase, if effects are triggered by actions taken that phase, play does not advance to the next phase until all of those effects are resolved. ### 7-2. Start Phase 7-2-1. The start phase consists of two steps, which are performed in order: active step and start step. 7-2-2. During each step, if effects are triggered by actions taken that step, play does not advance to the next step until all of those effects are resolved. #### 7-2-3. Active Step 7-2-3-1. The active player sets to active all rested cards placed in their battle area, resource area, and base section. 7-2-3-2. All cards are set to active simultaneously during the active step, and in no particular order. #### 7-2-4. Start Step 7-2-4-1. Effects that specify “at the start of the turn” activate. 7-2-5. After all of the steps listed above have been completed, the start phase ends and you move to the draw phase. ### 7-3. Draw Phase 7-3-1. The active player draws one card from their deck and adds it to their hand. 7-3-1-1. When they draw a card and their deck then has no cards in it, they immediately lose the game. ### 7-4. Resource Phase 7-4-1. The active player places one Resource card from their resource deck into their resource area face up and active. ### 7-5. Main Phase 7-5-1. The active player may choose from the following list of actions permitted during the main phase: play a card from their hand, activate an 【Activate・ Main】 effect, and attack with a Unit. These actions may be performed in any order as many times as desired within their permissible limits. With the exception of actions performed due to an ability, these actions may only be performed when there are currently no abilities that have been triggered and are awaiting activation. #### 7-5-2. Playing Cards from the Hand 7-5-2-1. The active player may perform the following actions in any order as many times as desired with cards from the hand by paying their cost: deploy a Unit, deploy a Base, pair a Pilot, and activate a Command card with 【Main】 timing. (See 3. Card Types) 7-5-2-2. When playing a card from the hand, follow the steps listed below. 7-5-2-2-1. Reveal the card you wish to play from your hand. 7-5-2-2-2. Confirm you have a sufficient number of Resources to fulfill its Lv. condition. 7-5-2-2-3. Choose the number of Resources necessary to pay its cost and rest them. 7-5-2-2-4. Play the card. (See 3. Card Types) #### 7-5-3. 【Activate・Main】 Activation 7-5-3-1. The active player can activate effects with 【Activate・Main】 timing. (See 13-2-1. 【Activate・Main】) #### 7-5-4. Attack with a Unit 7-5-4-1. The active player can attack the opposing player or a rested enemy Unit with a Unit in their battle area. (See 8. Attacking and Battles) #### 7-5-5. End of the Main Phase 7-5-5-1. In addition to the actions listed above, the active player may declare the end of the main phase during their main phase. 7-5-5-2. When the end of the main phase is declared, the turn immediately enters the end phase. ### 7-6. End Phase 7-6-1. The end phase consists of four steps, which are performed in order: action step, end step, hand step, and cleanup step. 7-6-2. During each step, if effects are triggered by actions taken that step, play does not advance to the next step until all of those effects are resolved. #### 7-6-3. Action Step 7-6-3-1. Taking turns, starting with the standby player, players can activate 【Action】 Command cards and effects with 【Activate・Action】 timing. (See 9. Action Steps) #### 7-6-4. End Step 7-6-4-1. Effects that specify “at the end of the turn” activate. #### 7-6-5. Hand Step 7-6-5-1. If the number of cards in your hand exceeds the upper limit of 10, discard cards of your choosing until you only have 10. #### 7-6-6. Cleanup Step 7-6-6-1. Effects with the duration limit “during this turn” lose effect. Resolve any triggered effects or the like which activate as a result. 7-6-7. After all of the steps listed above have been completed, the end phase ends and the turn passes to the opponent. ## 8. Attacking and Battles 8-1. Using a main phase attack with a Unit, the active player may use one of their Units to attack the opposing player or a rested enemy Unit in the battle area. If they attack, enter battle and perform the following five steps in order: attack step, block step, action step, damage step, and battle end step. ### 8-2. Attack Step 8-2-1. Select one active Unit in your battle area and rest it, then declare an attack target. The attack target can be either the opposing player or a rested enemy Unit. 8-2-2. Effects with 【Attack】 or “when this Unit attacks” timing activate. 8-2-3. Effects worded “during this battle” gain effect now. 8-2-4. At the end of the attack step, if the attacking Unit or the Unit targeted for attack has been destroyed or otherwise moved to another location due to some event, continue to the battle end step rather than the block step. ### 8-3. Block Step 8-3-1. The standby player may activate on one of their active Units in the battle area. When activated, this effect changes the attack target of the attacking Unit to the Unit with . 8-3-2. The effect can be activated only one time in response to each attack. 8-3-3. A Unit originally targeted for attack cannot activate its own effect. 8-3-4. Choosing not to activate a effect is also allowed. 8-3-5. At the end of the block step, if the attacking Unit or the Unit targeted for attack has been destroyed or otherwise moved to another location due to some event, continue to the battle end step rather than the action step. ### 8-4. Action Step 8-4-1. Taking turns starting with the standby player, players may activate 【Action】 Command cards and 【Activate・Action】 effects. (See 8. Action Steps) 8-4-2. At the end of the action step, if the attacking Unit or the Unit targeted for attack has been destroyed or otherwise moved to another location due to some event, continue to the battle end step rather than the damage step. ### 8-5. Damage Step 8-5-1. Confirm the attacking Unit’s attack target at this point. If the attack target is a player, an attack on a player succeeds. If the attack target is an enemy Unit, an attack on a Unit succeeds. #### 8-5-2. Attack on a Player 8-5-2-1. After an attack on a player has succeeded, check the opponent’s shield area. 8-5-2-2. If there is no Base and not a single Shield in the opponent’s shield area, the attacking Unit deals battle damage equal to its AP to the opposing player. A player receiving damage is immediately defeated, and the player who owns the attacking Unit wins the game. 8-5-2-3. If there is a Shield but no Base in the enemy shield area, the attacking Unit deals damage equal to its AP to the top Shield in the shield area. 8-5-2-3-1. A Shield receiving 1 or more damage is destroyed and placed into the trash after revealing it. If the revealed Shield has a 【Burst】 effect, choose whether or not to activate it before placing the Shield into the trash. (See 12-2-5. 【Burst】) 8-5-2-4. If there is a Base in the enemy shield area, the attacking Unit deals an amount of battle damage equal to its AP to the Base targeted for attack. 8-5-2-4-1. Use counters to track dealt damage. A Base whose HP becomes zero is destroyed and placed into the trash. 8-5-2-4-2. If the attacking Unit has , it deals battle damage to the enemy Base before normal battle damage is managed. (See 12-1-5. ) #### 8-5-3. Attack on a Unit 8-5-3-1. If an attack on a Unit succeeds, deal damage between the two Units. 8-5-3-2. The attacking Unit deals damage equal to its AP to the Unit targeted for attack simultaneously as the Unit targeted for attack deals damage equal to its AP to the Attacking Unit. 8-5-3-2-1. Use counters to track dealt damage. A Unit whose HP becomes zero is destroyed and placed into the trash. 8-5-3-2-2. If the attacking Unit has , it deals battle damage to the enemy Unit before normal battle damage is managed. (See 13-1-5. ) 8-5-3-2-3. If both battling Units are destroyed, their destruction is treated as happening simultaneously. 8-5-4. When you have resolved all effects activated during this step, continue to the battle end step. ### 8-6. Battle End Step 8-6-1. All effects worded “during this battle” lose effect. 8-6-2. When you have resolved all effects activated during this step, the battle ends, and you return to the main phase. (See 6-5. Main Phase) ## 9. Action Steps 9-1. An action step occurs after the block step and during the end phase. 9-2. During an action step, taking turns starting with the standby player, players may activate 【Action】 Command cards and 【Activate・Action】 effects. 9-3. The standby player may choose to perform one of the following actions: activate an 【Action】 Command card, activate an 【Activate・Action】 effect, or pass. 9-3-1. Activating an 【Action】 Command card is the act of paying the cost of a Command card in your hand with an 【Action】 effect to play it and activate that effect. 9-3-2. Activating an 【 Activate ・ Action 】 effect is the act of fulfilling the conditions for an 【Activate・Action】 effect on a card and activating it. 9-3-3. Pass means doing nothing and letting the right to take an action pass to your opponent. 9-4. Next, the active player may choose one of the following actions: activate an 【Action】 Command card, activate an 【Activate・Action】 effect, or pass. 9-4-1. Unless both players have consecutively declared that they are passing, the right to take an action once again passes back to the standby player. 9-4-2. Continue in this manner, standby player → active player → standby player and so on, until both players consecutively declare they are passing. 9-5. When both players have consecutively declared they are passing, the action step ends. ## 10. Effect Activation and Resolution ### 10-1. Effects 10-1-1. An effect consists of a directive and related compensation which originate from the text on a card. 10-1-2. Unless the text specifies otherwise, an effect will only affect cards on the field. If a location for where to activate the effect is not specified, an effect on a Unit or Base can only be activated while that card is in the battle or shield area. 10-1-3. Some effects instruct you to perform them, while others state “you may” perform them. If instructed to perform an effect, perform as much of it as possible. If told “you may” perform an effect, you may also choose not to activate that effect. 10-1-4. Effects are divided into five types, depending on their contents and trigger conditions: constant, triggered, activated, command, and substitution. #### 10-1-5. Constant Effects 10-1-5-1. A constant effect is an effect that remains constantly active in some form. 10-1-5-2. A constant effect will remain active the entire time it is in a location where it activates. 10-1-5-3. Some constant effects only activate while certain conditions are fulfilled. As long as they are in a location where they activate and those conditions are fulfilled, they will remain active the entire time. 10-1-5-4. Constant effects do not wait to be triggered or activated. They are active from the moment they enter the location where they activate. 10-1-5-5. When multiple constant effects are active, they will all overlap. 10-1-5-6. When multiple constant effects with conflicting contents are active, effects that state other effects “can’t” have an effect, or otherwise disallow them, take precedence. 10-1-5-7. A constant effect with a conditional target is applied the moment a target fulfilling those conditions appears. #### 10-1-6. Triggered Effects 10-1-6-1. A triggered effect activates automatically when some conditional event occurs during the game. Triggered effects include effects that specify timing, such as 【Deploy】, 【Attack】, 【Destroyed】, and 【When Paired】. They also include effects that include a condition such as “when (some event occurs)” in their text. 10-1-6-1-1. In the absence of a restriction, such as 【Once per Turn】, the effect activates every time the condition is fulfilled. 10-1-6-2. A triggered effect will not trigger or activate unless its trigger conditions are fulfilled. 10-1-6-3. If multiple events fulfilling a trigger condition occur simultaneously, the effect will only trigger and activate one time. 10-1-6-4. If a card with a triggered effect leaves the location where it is active while that effect is waiting to be activated after it was triggered, the effect still activates. 10-1-6-5. If multiple effects belonging to you trigger, they do so simultaneously, and you resolve them in the order you decide. 10-1-6-6. If multiple effects belonging to both you and your opponent trigger, they do so simultaneously, and all of the active player’s triggered effects are resolved first, after which all of the standby player’s triggered effects are resolved. 10-1-6-7. If a new effect triggers while multiple effects are being resolved, give that new effect priority and resolve it. 10-1-6-8. If there is a 【Burst】 effect among multiple triggered effects, give that 【Burst】 effect priority over all others and resolve it first. 10-1-6-8-1. If a new effect triggers while multiple 【Burst】 effects are being resolved, give that new effect priority and resolve it. #### 10-1-7. Activated Effects 10-1-7-1. An activated effect can be freely activated by the player. These include 【Activate・Main】 and 【Activate・Action】 effects. 10-1-7-2. When an activated effect’s timing permits activation, satisfying the actions described before the colon will activate the effect described after the colon. 10-1-7-3. Some activated effects specify the symbol “①” as a condition. When this symbol appears, paying a cost equal to the number printed within the symbol satisfies the condition and allows the effect to be activated. 10-1-7-4. Some activated effects have two or more conditions which appear as “【Activate・Action】 (condition 1), (condition 2):.” In this case, satisfying all of the conditions will activate the effect described following the colon. 10-1-7-5. If an activated effect has neither a colon nor conditions for activating it listed, you can activate it by declaring you are doing so. #### 10-1-8. Command Effects 10-1-8-1. A command effect activates when it is played during the timing specified on a Command card, which can be either 【Main】, or 【Action】, or both. 10-1-8-1-1. If a command effect requires choosing a target, playing that Command card is not possible if that target cannot be chosen. (See 10-2-2-1.) 10-1-8-1-2. If a text composed of multiple portions separated by a phrase such as “Then” or “If you do” requires choosing targets, then playing that Command card is not possible when a target cannot be chosen for the effect portion preceding “Then” or “If you do.” #### 10-1-9. Substitution Effects 10-1-9-1. When some event would occur, a substitution effect replaces the implementation of that event with another event. 10-1-9-1-1. If an effect reads “(do) B instead of A,” the portion B that occurs due to that capability is a substitution effect. ### 10-2. Effect Conditions 10-2-1. When certain conditions are required for an effect to activate, it will not activate unless those conditions are fulfilled. 10-2-2. If an effect requires choosing a target, that effect will not activate if the target cannot be chosen. 10-2-2-1. Choosing a target describes when a player or a card in a public location (the battle area, base section, resource area, and trash) is chosen for “choose (something)” or “you may choose (something).” 10-2-3. Even if an effect’s conditions are fulfilled, that effect will not activate if it is restricted by an effect that disallows it. ### 10-3. Effect Activation Steps 10-3-1. When activating an effect, follow the steps listed below. 10-3-1-1. If conditions are required to activate the effect, they must be fulfilled, otherwise the effect cannot be activated. 10-3-1-2. Declare you are activating the effect. If the effect is on a card in your hand and can be activated at that time, reveal the card. 10-3-1-3. Activate the declared effect. 10-3-1-4. Resolve all events which occur in response to activating the effect. 10-3-2. If the effect you wish to activate is on a Command card, present the card and perform the effect listed on it. 10-3-3. When a Command card is played or a triggered effect is triggered and its effect instructs you to “choose (something)” or “you may choose (something),” those targets are chosen at the point in time when the instructions appear in the effect. 10-3-3-1. If an effect’s target cannot be chosen, that effect does not activate. 10-3-4. If the text of an effect does not specifically indicate choosing a card or player and the effect is meant to target a card, the card generating the effect is indicated. If the effect is meant to target a player, the player who owns the card generating the effect is indicated. 10-3-5. When choosing a card from the deck, confirm the top of the deck, then choose the specified card from it. ## 11. Rules Management ### 11-1. Rules Management Fundamentals 11-1-1. Rules management is management stipulated within the rules that automatically takes place when a specific event occurs or is occurring during a game. 11-1-2. Immediately resolve rules management the moment an event occurs, regardless of if other actions are being performed. ### 11-2. Determination of Defeat Management 11-2-1. At the start of rules management, if any player fulfills a condition for defeat, all players fulfilling a condition for defeat are immediately defeated. 11-2-1-1. When any player receives battle damage from a Unit while they have no cards in their shield area, that player fulfills a condition for defeat. 11-2-1-2. When any player has no cards in their deck, that player fulfills a condition for defeat. ### 11-3. Destruction Management 11-3-1. When the HP of a Unit, Base, or Shield becomes zero less after receiving damage, that Unit, Base, or Shield is destroyed. The destroyed card is placed into the trash. 11-3-1-1. Shields are treated as having 1 HP each. ### 11-4. Battle Area Excess Management 11-4-1. Units in the battle area are limited to six at most. 11-4-2. If the battle area is at its upper limit when a Unit card is being played or a Unit is being deployed by an effect, choose one Unit already in the battle area and place it into the trash. 11-4-2-1. Units placed into the trash due to this management are not considered to be destroyed. 11-4-2-2. When multiple Units are deployed simultaneously, place an equal number of Units already in the battle area into the trash. ### 11-5. Managing Shield Area Base Section Excess 11-5-1. The base section is limited to one Base at most. 11-5-2. If the base section is full when a new Base card is played or a new Base is deployed by some effect, choose one Base already in the base section and place it into the trash. 11-5-2-1. Bases placed into the trash due to this management are not considered to be destroyed. ## 12. Multiplayer Battle 12-1. These rules cover games played between three or more players. Battle royale can be played with three or more players, and team battle can be played with four players. 12-2. Battle royale rules are for multiplayer battles between three or more players in which each player battles all of the other players as opponents. Rules for deck construction (see 6. Preparing to Play) and game progression (see 7. Game Progression) are generally the same as those for two player battles. 12-2-1. All players use a method such as rock paper scissors to decide which of them will go first. Player One then chooses either clockwise or counterclockwise play. After that, when the active player’s turn ends, the turn moves to the next player either clockwise or counterclockwise from them depending on the direction first chosen. 12-2-2. All players except Player One place EX Resources while preparing to play. 12-2-3. The redrawing of hands is performed in order starting with Player One. 12-2-4. If players are simultaneously required to perform some action, such as resolving effects, the active player does so first, followed by the next player in order, and this continues one player at a time until all of them have finished completing the action. 12-2-5. Battle royale has two possible victory conditions: “winner takes all” and “last player standing.” 12-2-5-1. In winner-takes-all rules, if any player takes battle damage from a Unit when they have no cards in their shield area, only the player dealing battle damage to them wins. A player whose deck has no cards remaining during a game is removed from the game at that point, together with all of their cards and effects. 12-2-5-2. In last-player-standing rules, the last player to remain undefeated wins. The same as in two player games, when a player receives battle damage or has no cards in their deck, all of their cards and effects are removed from the game at that point. 12-2-6. If an effect or such indicates “enemy” or “opponent,” it refers to any and all of the other players. 12-2-7. If you attack with a Unit, you can attack any other player’s rested Unit or any other player. 12-2-8. Action steps are performed in order starting with the next player after the active player. They end when all players have chosen to pass. 12-3. Team battle rules are for multiplayer battles between two teams consisting of two players each. Rules for deck construction (see 6. Preparing to Play) and game progression (see 7. Game Progression) are generally the same as those for two player battles. 12-3-1. Each team proceeds through each turn phase as a team rather than individually. 12-3-2. Team members sit beside one another at the table, and the player seated on the right is that team’s leader. The team leaders use a method such as rock paper scissors to decide which team goes first. 12-3-3. In team battle, a player’s hand, Resources, cards on the field, and other locations are not shared within the team, with the exception of a shared shield area. Cards cannot be lent or borrowed, and a player cannot pay a cost for their teammate or use their Lv. when referencing it to play cards. 12-3-4. Team members are free to share information and strategies. If there is a disagreement, the team leader has the final say. 12-3-5. Unlike preparing to play for a two-player battle (see 6. Preparing to Play), each player takes the top four cards of their deck, one at a time while taking turns, and places them face down into the team’s shared shield area without looking at them. When doing so, place each card so it overlaps the previous one, starting with the card nearest to you. 12-3-6. When placing EX Resources while preparing to play, each player on Team Two places one card. 12-3-7. A team can only deploy one Base into the base section of their shared shield area, and only one EX Base is placed into the base section when preparing to play. 12-3-8. If a Shield receives damage or is added to a player’s hand, the top Shield of the shared shield area is chosen, and it is placed into the trash or hand of that card’s owner. 12-3-9. Rules for winning and losing the game in team battle are the same as those for two player battles. 12-3-9-1. If any player receives battle damage from a Unit when there are no cards in their team’s shared shield area, that team fulfills the condition for defeat. 12-3-9-2. When any player has no cards remaining in their deck, that player’s team fulfills the conditions for defeat. 12-3-10. If an effect or such indicates “friendly,” it refers to both your and your teammate’s cards. 12-3-11. If any effect or such indicates “you” or “your,” it refers only to the owner of that card. 12-3-12. If you attack with a Unit, you may attack one of the opposing team’s rested Units or the opposing team itself. If you attack the opposing team, check their shared shield area. 12-3-13. You can activate your effects even when your teammate’s Unit is attacked. 12-3-14. In team battle, Units in the battle area are limited to six per team at the most. Battle area excess management is the same as for two players. (11-4. Battle Area Excess Management) 12-3-14-1. If the battle area is at its upper limit when a Unit card is being played or a Unit is being deployed by an effect, choose one of the team’s Units already in the battle area and place it into its owner’s ## 13. Keyword Effects and Keywords ### 13-1. Keyword Effects #### 13-1-1. 13-1-1-1. is a keyword effect that activates at the end of your turn. indicates the effect “At the end of your turn, this Unit recovers (amount) HP.” 13-1-1-2. If a Unit with gains a new copy of from some effect, rather than gaining multiple copies, the amount from the new copy of is added to the original. Ex: If a Unit with gains , the effect on that Unit becomes . #### 13-1-2. 13-1-2-1. is a keyword effect that activates when the Unit destroys an enemy Unit with battle damage. indicates the effect “when this Unit destroys an enemy Unit with battle damage during your turn, deals (amount) damage to the first card in the shield area of the opponent who owns the destroyed Unit.” 13-1-2-2. Dealing damage to the first card in the shield area deals that damage to the enemy Base if there is one. Otherwise, it deals that damage to the enemy’s topmost Shield. 13-1-2-3. It activates even when both Units are destroyed in battle. 13-1-2-4. If there is neither a Base nor Shields in the enemy’s shield area, the effect does not activate. 13-1-2-5. If a Unit with gains a new copy of from some effect, rather than gaining multiple copies, the amount from the new copy of is added to the original. Ex: If a Unit with gains , the effect on that Unit becomes . #### 13-1-3. 13-1-3-1. is a keyword effect that activates when you rest the Unit. indicates the effect “【Activate・Main】Rest this Unit:Choose one other friendly unit. It gets AP+(amount) during this turn.” 13-1-3-2. If a Unit with gains a new copy of from some effect, rather than gaining multiple copies, the amount from the new copy of is added to the original. Ex: If a Unit with gains , the effect on that Unit becomes . #### 13-1-4. 13-1-4-1. is a keyword effect that can change the attack target to the Unit with when you declare a block and rest that Unit. 13-1-4-2. Multiple copies of cannot be given to the same Unit. #### 13-1-5. 13-1-5-1. is a keyword effect that deals battle damage before the enemy does when the attacking Unit battles. 13-1-5-2. Dealing battle damage before the enemy means it deals battle damage first during the damage step (8-5). During normal management, both Units deal battle damage simultaneously, but a Unit with deals damage first, after which the Unit targeted for attack deals damage. If the enemy Unit or Base is destroyed by this battle damage, battle damage from the Unit or Base targeted for attack is not received. 13-1-5-3. Multiple copies of cannot be given to the same Unit. #### 13-1-6. 13-1-6-1. is a keyword effect that is continuously active while the Unit is attacking. indicates the effect “While this Unit is attacking, enemy Units cannot activate .” 13-1-6-2. Multiple copies of cannot be given to the same Unit. #### 13-1-7. 13-1-7-1. is a keyword effect that deals damage to the first two Shields simultaneously when the Unit with deals battle damage to an enemy Shield in the shield area. 13-1-7-2. Multiple copies of cannot be given to the same Unit. 13-1-7-3. When there is only one enemy Shield in the shield area, damage is only dealt to that one Shield. 13-1-7-4. When two Shields are successfully destroyed with this effect, reveal them simultaneously. In this situation, if both Shields have 【Burst】 effects, their owner chooses what order to resolve them in. #### 13-1-8. 13-1-8-1. The keyword effect is typically contained within a keyword for a timed effect, such as 【Deploy】 or 【When Linked】, and can be activated at that time. For example: 【 Deploy Development (number)】 means "When deployed, you may exile (number) of (G Generation) cards in your trash from the game. If you do, activate the following effect." 13-1-8-2. The following effect refers to all text that comes after the ■ character. ### 13-2. Keywords #### 13-2-1. 【Activate・Main】 13-2-1-1. 【Activate・Main】 is the keyword for an activated effect (see 9-1-7) that can only be activated during your main phase while the Unit is not attacking. “【Activate・Main】 (condition):(text)” means you may fulfill the condition (condition) during your main phase. If you do, perform (text). #### 13-2-2. 【Activate・Action】 13-2-2-1. 【Activate・Action】 is the keyword for an activated effect (see 9-1- 7) that can only be activated during action steps. “【Activate・Action】 (condition):(text)” means you may fulfill the condition (condition) during an action step. If you do, perform (text). #### 13-2-3. 【Main】 13-2-3-1. 【Main】 is the keyword for a command effect found only on Command cards that can be activated by playing the card during your main phase while no Units are attacking. 13-2-3-2. Some effects list 【Main】 and 【Action】 together. In this case, the effect can be activated at either time. #### 13-2-4. 【Action】 13-2-4-1. 【Action】 is the keyword for a command effect found only on Command cards that can be activated by playing the card during an action step. 13-2-4-2. You cannot pair a Command card with a 【Pilot】 effect as a Pilot during an action step. 13-2-4-3. Some effects list 【Main】 and 【Action】 together. In this case, the effect can be activated at either time. #### 13-2-5. 【Burst】 13-2-5-1. 【 Burst 】 is the keyword for an effect that can be activated immediately before a Shield is placed into the trash when it is destroyed by damage or an effect. “【Burst】 (text)” means when this card is acting as a Shield and is revealed after being destroyed, you may activate the following effect without paying its cost. If you do, perform (text). 13-2-5-2. You can also choose not to activate the 【Burst】 effect. In that case, the card is placed into the trash. 13-2-5-3. When activating a 【Burst】 effect, do so before the card is placed into the trash. Unless the card moves to another location, place it into the trash after its effect has ended. #### 13-2-6. 【Deploy】 13-2-6-1. 【Deploy】 is the keyword for an effect that activates when the card is deployed. #### 13-2-7. 【Attack】 13-2-7-1. 【Attack】 is the keyword for an effect that activates when the Unit declares an attack during your attack step. #### 13-2-8. 【Destroyed】 13-2-8-1. 【Destroyed】 is the keyword for an effect that activates when the Unit or Base is destroyed in battle or by some effect and placed into the trash. 13-2-8-2. An effect activated by 【Destroyed】 activates from the trash as an effect on the destroyed card. 13-2-8-2-1. If there is text referring to the state of that card, refer to its state while it was in its last location prior to being destroyed and placed into the trash. #### 13-2-9. 【When Paired】 13-2-9-1. 【When Paired】 is the keyword for an effect that activates when a Pilot is paired with a Unit. 13-2-9-2. 【When Paired】 can appear as “【When Paired・(qualifications)】 (text).” This means when a Pilot fulfilling the (qualifications) is paired with this Unit, perform (text). #### 13-2-10. 【During Pair】 13-2-10-1. 【During Pair】 is the keyword for an effect that is possessed by the Unit while a Pilot is paired with it. 13-2-10-2. 【During Pair】 can appear as “【During Pair・(qualifications)】 (text).” This means while a Pilot fulfilling the (qualifications) is paired with this Unit, perform (text). Ex: An effect reading “【During Pair・(Earth Federation) Pilot】【Attack】 Draw 1” lets you draw a card when the Unit attacks if an (Earth Federation) Pilot is paired with it. #### 13-2-11. 【When Linked】 13-2-11-1. 【When Linked】is a keyword that indicates an effect activates when a pilot that meets the link condition is set. #### 13-2-12. 【During Link】 13-2-12-1. 【During Link】 is the keyword for an effect that is possessed by the Unit while a pilot that meets the link condition is paired with it. 13-2-12-2. 【During Link】 can appear as “【During Link】(text).” This means while a Pilot fulfilling the link conditions is paired with this Unit, perform (text). Ex: An effect reading “【During Link】【Attack】Draw 1” lets you draw a card when the Unit attacks if a Pilot fulfilling the link conditions is paired with it. #### 13-2-13. 【Once per Turn】 13-2-13-1. 【Once per Turn】 is the keyword indicating that that effect can only be activated one time during that turn. 13-2-13-2. If multiple cards have a copy of the same effect with 【Once per Turn】, each card can activate it one time. ### Ver. 1.7.0 (May 22, 2026) Update ・13-1-8. Added ### Ver. 1.6.0 (April 9, 2026) Update ・5-21. Added ・6-2-1-4 Revised, 6-2-1-4-1 Added ### Ver. 1.5.0 (January 9, 2026) Update ・5-17-4. Added ・2-11-3, 3-3-9-2. Revised ・13-2-10-1, 13-2-12-1. Corrected language to conform to actual usage ### Ver. 1.4.0 (November 17, 2025) Update ・10-1-8-1-2. 10-2-2-1. 12-3-14. 12-3-14-1. Added ・10-1-8-1-1. Added reference ・10-3-3. Corrected language to conform to actual usage ### Ver. 1.3.0 (October 3, 2025) Update ・5-20. Added ・10-1-6-8-1. Added ・7-5-3-1, 7-5-4-1, 8-5-3-2-2, 12-2, 13-1-5-2, 13-2-10-2. Corrected errors ### Ver. 1.2.0 (September 8, 2025) Update ・2-4-2. Added purple ・13-1-7. Added ・13-2-10-2. Added example ・13-2-12-2. Added ### Ver. 1.1.1 (August 22, 2025) Update ・8-2-2. 10-1-6-1. Revised 【Attack】 keywords. ### Ver. 1.1.0 (July 24, 2025) Update ・13-2-11, 13-2-12. Added (【When Linked】【During Link】 keywords) ・7-5-5-2. Added (card playing steps) ・10-3-4. Removed (unnecessary rule) ・12-2-1. Revised highlighted passages (for removal of Japanese-language specific errors) ・12-3-7. Removed (duplicates previous text) ・ Added new section “3. Card Types.” ・ Adjusted Comprehensive Rules language coinciding with their release. No rule changes. ## Glossary # Glossary Source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/glossary.md --- Local source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/glossary.md Publisher's current source: [Bandai](https://www.gundam-gcg.com/en/pdf/comprehensiverules_en.pdf?260917=) (local copy: 1.7.0) # Gundam Glossary Load this file before rules-facing Gundam work. Use these terms in player-facing copy, tests, and implementation notes unless the codebase has an established narrower type name. ## Core Objects - Unit: Card deployed to the battle area. Units can attack and have AP and HP. - Pilot: Card paired beneath a Unit. Pilots add AP/HP and may grant effects. - Command: One-shot effect card. Commands go to trash after resolution unless a Command with a Pilot effect is paired as a Pilot. - Base: Card placed in the shield area base section. Bases absorb damage before Shields. - Resource: Card placed from the resource deck into the resource area and rested to pay costs. ## Card Values - AP: Attack Points. A Unit deals battle damage equal to its AP. - HP: Hit Points. A Unit, Base, or Shield is destroyed when damage causes HP to reach zero or less. - Lv.: Resource-level requirement. A player can play a card only when their resource count is at least that Lv. - Cost: Number of active Resources rested to play a card or activate an effect. - Color: Blue, green, red, white, or purple. - Trait: A categorical tag referenced by card text. Pilot traits are not added to paired Units. - Link Condition: Printed requirement on a Unit that can be satisfied by a paired Pilot. ## Locations - Deck Area: Face-down main deck. - Resource Deck Area: Face-down resource deck. - Resource Area: Area for Resources. The default maximum is 15 Resources. - Battle Area: Area for Units and paired Pilots. The default maximum is 6 Units. - Shield Area: Area containing Shields and a Base section. - Removal Area: Public area for removed cards. - Hand: Private area. The default maximum is 10 cards. - Trash: Public discard pile. ## State And Turn Terms - Active Player: Player whose turn it is. - Standby Player: Non-active player. - Active: Upright state. - Rested: Sideways state. - Ready: Set a rested card active. - Start Phase: Ready cards and resolve start timing. - Draw Phase: Draw a card. - Resource Phase: Place a Resource from resource deck. - Main Phase: Deploy Units/Bases, pair Pilots, activate Commands, activate effects, and attack. - End Phase: Resolve end timing and cleanup. ## Combat And Damage - Attack Step: Active player declares an attack and chooses a legal target. - Block Step: Standby player may activate . - Action Step: Players may activate allowed action-step effects. - Damage Step: Battle damage is dealt and managed. - Battle End Step: End-of-battle timing. - Shield: Face-down card in the shield section with 1 HP. - Burst: Effect that may activate when a Shield is revealed after being destroyed. - Battle damage: Damage dealt by attacking and battling Units. - Effect damage: Damage from card effects. - Damage Counter: Counter tracking damage. - Destroy: Move a destroyed Unit, Pilot, Base, Shield, or resolved Command to trash as appropriate. ## Pair And Link Terms - Pair: Place a Pilot card or Command card with a Pilot effect beneath a Unit. - Link Unit: Unit paired with a Pilot satisfying its link condition. - When Paired: Timing when a Pilot is paired with a Unit. - During Pair: Continuous condition while a qualifying Pilot is paired. - When Linked: Timing when a Pilot meeting the link condition is set. - During Link: Continuous condition while a Pilot meeting the link condition is paired. ## Keywords - : Keyword effect that buffs allied Units. - : Deals additional damage to the first card in the enemy shield area after destroying an enemy Unit with battle damage. - : Heals damage at end of turn. - : Rest this active Unit during the Block Step to change the attack target to it. - : Deals battle damage before the enemy during the Damage Step. - : While attacking, enemy Units cannot activate . - : Deals damage to the first two Shields simultaneously when damaging enemy Shields. - Development: Keyword effect typically nested in timing keywords. - Burst: Optional no-cost shield effect when a Shield is destroyed and revealed. ## Errata & Rulings # Errata & Rulings Status: not tracked in the tcg-engines repository. No Gundam errata text is tracked in this export. Official rules and FAQ: https://www.gundam-gcg.com/en/rules/. ## Gundam Organized Play Tournament Rules # Gundam Organized Play Tournament Rules Source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/tournament-policy (2 tournament-policy files) --- Local source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/tournament-policy/organized-play-tournament-rules-manual.md Publisher document: [Bandai](https://www.gundam-gcg.com/en/pdf/floor_rule_en.pdf?260917) (local copy: updated 2025-07-25) Last Updated: July 10th, 2025 BANDAI ORGANIZED PLAY Gundam Card Game Tournament Rules Manual The Bandai Organized Play Tournament Rules Manual outlines the requirements of all participants – players, judges, spectators, Tournament Organizers, etc., at any Bandai Organized Play event for the Gundam Card Game. All participants are expected to read, understand, and obey the rules contained within this document to the best of their ability and ask questions of a Tournament Official if anything is unclear. This ensures smooth operation of events and a satisfying experience for all participants, regardless of playing experience. The Tournament Rules Manual and other associated organized play documents help to maintain fairness and integrity at events, ensuring that Bandai events are consistently run to the same high standards. Participants will always know what to expect at any Bandai Organized Play event. Participants who behave in a way that damages the fairness and integrity of an event may receive penalties from judges or Tournament Officials, or face consequences from Bandai. If you have any questions regarding the Tournament Rules Manual, contact us at https://global.carddass.com/inquiry.php. Table of Contents 1.0 Event Participants ................................................................................................................................... 5 1.1 Players ................................................................................................................................................. 5 1.2 Ineligible Participants .......................................................................................................................... 5 1.3 Head Judge .......................................................................................................................................... 6 1.4 Floor Judge .......................................................................................................................................... 7 1.5 Tournament Organizer ........................................................................................................................ 8 1.6 Scorekeeper ........................................................................................................................................ 9 1.7 Spectators ........................................................................................................................................... 9 1.8 Media ................................................................................................................................................ 10 2.0 Player Requirements ............................................................................................................................. 10 2.1 Bandai TCG+ ...................................................................................................................................... 10 2.2 Convention Events ............................................................................................................................ 11 2.3 Government Identification ............................................................................................................... 11 2.4 Tournament Materials ...................................................................................................................... 11 2.4.1 Cards .............................................................................................................................................. 12 2.4.1.1 Resource Cards, Token Cards, and GUNDAM ASSEMBLE ........................................................... 12 2.4.2 Sleeves ........................................................................................................................................... 12 2.4.3 Pen ................................................................................................................................................. 13 2.4.4 Supplementary Objects.................................................................................................................. 13 2.4.5 Playmats ......................................................................................................................................... 13 2.5 Player Knowledge.............................................................................................................................. 14 2.6 Player Behavior ................................................................................................................................. 14 2.7 Player Communication ...................................................................................................................... 15 3.0 Tournament Information ...................................................................................................................... 15 3.1 Health and Safety Considerations ..................................................................................................... 15 3.2 Tournament Levels............................................................................................................................ 15 3.3 Tournament Formats ........................................................................................................................ 16 3.4 Tournament Structure ...................................................................................................................... 16 3.4.1 Single-Elimination .......................................................................................................................... 17 3.4.2 Swiss ............................................................................................................................................... 17 3.4.3 Swiss + Single Elimination Top Cut Finals....................................................................................... 18 2 3.5 Match Structure ................................................................................................................................ 18 3.6 Number of Rounds ............................................................................................................................ 18 3.7 Publishing Tournament Information................................................................................................. 19 3.8 Stream Broadcasts of Match Play ..................................................................................................... 20 3.9 Reporting Tournament Results ......................................................................................................... 20 4.0 Tournament Play ................................................................................................................................... 20 4.1 Gamesmanship ................................................................................................................................. 20 4.2 Tournament Registration .................................................................................................................. 20 4.3 Special Assistance ............................................................................................................................. 21 4.4 Deck list Submission .......................................................................................................................... 21 4.5 Shuffling ............................................................................................................................................ 22 4.6 Determining Starting Player .............................................................................................................. 22 4.7 Game Area Layout............................................................................................................................. 23 4.8 Note Taking ....................................................................................................................................... 24 4.9 Official Errata Document .................................................................................................................. 24 4.10 Game State...................................................................................................................................... 24 4.11 Public Knowledge ............................................................................................................................ 25 4.12 Private Knowledge .......................................................................................................................... 25 4.13 Shield Area / Hand / Deck Verification ........................................................................................... 25 4.14 Appeals............................................................................................................................................ 25 4.15 Conceding a Gamer or Match ......................................................................................................... 26 4.16 Random Outcome ........................................................................................................................... 26 4.17 Intentional Draws............................................................................................................................ 26 5.0 Reporting Match Results ....................................................................................................................... 26 5.1 Reporting the Match Result .............................................................................................................. 26 5.2 End of Round Procedures ................................................................................................................. 27 5.3 Match Pairings .................................................................................................................................. 28 5.4 Tie Breakers and Calculating Final Placement .................................................................................. 29 5.5 Earning Invitations or Byes ............................................................................................................... 30 6.0 Dropping Out......................................................................................................................................... 30 7.0 Tournament Penalties ........................................................................................................................... 30 7.1 Determining an Infraction ................................................................................................................. 31 3 7.2 Types of Penalties ............................................................................................................................. 32 7.3 Assigning Penalties............................................................................................................................ 33 7.4 Examples of Infractions ..................................................................................................................... 34 7.4.1 Game Play Error ............................................................................................................................. 34 7.4.2 Event Errors.................................................................................................................................... 35 7.4.3 Unsportsmanlike Conduct.............................................................................................................. 40 8.0 Online Event Supplement ..................................................................................................................... 43 8.1 Online Software ................................................................................................................................ 43 8.2 Tournament Guidelines .................................................................................................................... 43 8.3 Deck Registration .............................................................................................................................. 43 8.4 Player Setup ...................................................................................................................................... 43 8.5 Setup Examples ................................................................................................................................. 44 4 1.0 Event Participants In this Tournament Rules Manual, players, spectators, judges, organizers, media, etc., are collectively defined as event participants. All event participants must conduct themselves in a sensible manner in the event area, venue, and outside the venue. All participants must act so the event can operate fairly, and work to make the event a satisfying experience for all involved. All event participants must understand and honor these rules. In the event of a serious offense, the Tournament Organizer retains the right to eject offender(s) from the venue. 1.1 Players To participate in official Bandai events, players are required to register for Bandai TCG+ account. If you do not have one, you can register here: https://www.bandai-tcg-plus.com/ Players may not register for more than 1 Bandai TCG+ account. You should ensure the information associated with your Bandai TCG+ account remains up to date. Players must remain in good standing in order to participate in Bandai Organized Play events. To remain in good standing, you must adhere to all responsibilities outlined in this and all other official documents. Players have the following responsibilities: • To understand the rules and standards of player behavior; • To not engage in unsportsmanlike conduct; • To have read and understood: o the latest version of the Comprehensive Rules, Official Rule Manual, and Q&A documents located at https://www.gundam-gcg.com/en/rules/ o as well as carefully reading and understanding the cards contained within their deck; • To legibly complete a deck list form and submit it when required; • To communicate clearly with opponents, judges and tournament staff, announcing and responding to timing and effect activations and reporting their completed match results immediately after finishing; • To follow the announced starting time and time limits; • To not conduct illegal activity; • To notify judges if they witness rule violations; • To co-operate with judges so that events can be run smoothly; • To call a judge if they are: concerned about a rule or game policy; offered a bribe; asked to bet on a match; asked to forge match results or if they see a contradiction in match results. Players should not call judges in an attempt to gain an unfair advantage, or to seek penalties against other players, or to misrepresent the game state. 1.2 Ineligible Participants Any Tournament Official associated with or working an event cannot play in that specific event. 5 This includes, but is not limited to: Tournament Organizers; Store Owners; Judges on staff and Scorekeepers. Players who are participating in another event may not play in a secondary event unless they are fully retired from the currently ongoing event. Players who are participating in online events in another region from which they currently reside. Players who have been suspended from Bandai Organized Play may not play, judge or act as event staff in official events. Players who have been banned by Tournament Organizers or stores cannot participate in official events hosted by that Tournament Organizer or store. 1.3 Head Judge The Head Judge oversees the tournament and the rest of the Judge staff. There can only be one Head Judge for official Bandai Organized Play events. If there is only one Judge on staff for a tournament, that Judge assumes the role of Head Judge. Otherwise, the Head Judge will be selected from amongst the available Judges by the Tournament Organizer. It is recommended a Level 2 Judge is selected as Head Judge for Championship-level events. The Head Judge has the right to make final decisions regarding card interpretations, game play rulings and appeals at events. Fundamentally, a head judge’s rulings will not be overturned during the event. The Head Judge has the following responsibilities: • To familiarize themselves with and properly enforce current and correct rulings; • To ensure players take appropriate action when they violate the rules of the game or event, whether intentionally or not; • To deliver the final ruling in all instances, including overruling the decisions of Floor Judges, on appeal, if necessary; • To assign tasks to Floor Judges as the situation arises; • To be physically present and available during the event to ensure event issues and appeals are answered promptly. • To act as a mentor for the event’s judge staff. It is beneficial for judges to receive feedback and evaluation throughout events to enable the judge staff to continue to develop. • In the event of a disqualification or suspension, the Head Judge is responsible for submitting an accurate report of the event to Bandai Organized Play and the Tournament Organizer. This report needs to detail the factors leading to the decision to disqualify the player. If the Head Judge is unable to execute their duties for a given period, they may temporarily transfer their responsibilities to another judge. The tournament / event organizer may also act in place of the Head Judge in situations where not doing so would damage the integrity of the event. 6 The Head Judge has the authority to disqualify participants deemed detrimental to the event’s smooth operation, and can eject them from the venue with the consent of the tournament / event organizer. 1.4 Floor Judge Floor Judges are responsible for monitoring the tournament floor, answering rulings questions from participants, correcting illegal plays, resolving player disputes, performing deck checks, handling pairing sheets and match result slips, and any other tasks the Head Judge or Tournament Organizer may assign. Judges are expected to be fair, friendly and firm while staffing an event, and to abide by the Judge Code of Conduct at all times. Judges are always expected to encourage good sporting behavior from participants. While judging, Judges should be professional, and try to avoid excessive socializing with other judges or event participants, and not engage in other activities that may distract them from the tournament. Unless answering a Judge call or correcting a rule or game violation, Judges should refrain from conversing with players engaged in tournament match play Judges may not wear judge shirts when they are not officially rostered on as judge staff for an event. Judges should adhere to the responsibilities assigned to them on the floor and as members of a specialized team such as Decks or Stream. They should be prepared to assist other judges in assigned tasks. • Judges are responsible for staying current with new rulings, policies and new cards as they are released. • Judges can only be assigned to work one event at a time unless they have explicit in writing permission from all involved Tournament Organizers. • Judges should constantly observe the event, maintaining the cleanliness and attractiveness of the tournament area by removing trash, pushing in chairs, straightening tables and adjusting table numbers. • Judges should actively walk the tournament floor and observe matches. Judges are required to step in if they observe rule or game play violations. Judges do not need to wait for players to call a Judge. • Judges are responsible for ensuring players are not disadvantaged due to time lost as a result of providing a judge ruling, completing a deck check, or issuing a penalty. Judges may issue time extensions of a length appropriate to the time taken to resolve the issue. The extra time allotted must be clearly communicated to both players and recorded immediately by a judge on the match slip. • Judges should not coach players or reveal private knowledge when responding to questions. • Judges should answer questions, if relevant to the current game state, about: o Game mechanics; o Card text; o If certain plays are legal; Judges do not need to wait for players to attempt an action in order to answer any of the above questions, and should not instruct players to play on before answering their question. 7 • Judges should not answer in a way that: o Provides players with strategic advice; o Instructs players on how best to play their cards; o Reveals private knowledge; o Involves discussing cards not part of the current game state. When a player requests a Judge, the Judge should: • Approach the table • Listen to the question carefully • Ask for additional information if necessary, discussing with all players involved • Make a decision • Issue the ruling • Give a time extension, if warranted, which needs to be communicated to the Scorekeeper • Players may appeal a ruling made by a Floor Judge. If either player wishes to appeal, the Floor Judge should notify the Head Judge immediately Unless answering a judge call or reviewing a game in progress, judges should refrain from conversing with players engaged in a match. This avoids distracting players unnecessarily, or creating an impression of favoritism. 1.5 Tournament Organizer Tournament Organizers (TOs) are the people responsible for arranging and running events. Tournament Organizers are responsible for the following tasks: • Securing a clean and safe venue with enough space for the event to take place; • Ensuring their venue setup abides by current health and safety guidelines set by local officials; • Announcing the event as early as possible in advance, and actively promoting it; • Selecting the tournament format and establishing the structure of the tournament; • Gathering enough staff to manage the event; • Supplying necessary materials for event organization; • Reporting the event results to Bandai, with any other requested information. The Tournament Organizer is responsible for notifying players of the following information: • Covid-19 safety precautions • Tournament Type (Swiss, Single Elimination, Swiss + Single Elimination Top Cut, etc.) • Tournament Format (Standard, Draft, etc) • Time allocated per round • Number of Rounds (dependent on player numbers) • End of Round Procedures • Match Slip Submission • Top Cut Details 8 • Prize Distribution • Tournament Staff Introductions • Any breaks scheduled during the event This information should be communicated at an appropriate time. The tournament format and type should be included in the event promotion so players can adequately prepare. The time per round, number of rounds, end of round procedures, top cut details, staff introductions and break information should be announced prior to the start of the first round in the players meeting. The Tournament Organizer is responsible for ensuring the tournament is run according to the rules and policies provided by Bandai, and must be present at the tournament while it is taking place. Official events are run online, at approved Carddass store venues or venues chosen by approved Premier Tournament Organizers. Tournament Organizers are permitted to maintain a list of players from previous tournaments and from Bandai TCG+, provided access to this information is restricted to the Tournament Organizer. Certain criteria must be met in order to run official Bandai events. Those interested in becoming a Tournament Organizer should submit a form at https://global.carddass.com/inquiry.php. 1.6 Scorekeeper The Scorekeeper is responsible for creating accurate pairings and providing accurate tournament information throughout the event. The Scorekeeper is responsible for understanding the software utilized for organized play events, as well as all procedures relevant to scorekeeping an event. 1.7 Spectators Spectating at events is a privilege, not a right. A spectator must remain neutral while observing game play, and ensure their presence does not disrupt the event or other competitors. • The Head Judge may limit or restrict spectating of events or feature matches at their discretion. Spectators must abide by the following rules: • Spectators must not speak to or communicate with players currently engaged in official match play; • Comments and questions regarding matches in progress must be made an appropriate distance from the match to prevent players from obtaining an advantage from overheard information or distractions. • If a spectator notices a violation of game rules, game state, or Tournament Policy, they are required to alert a Judge immediately. o Spectators are required to alert a judge immediately and inform players at the table that a judge is on the way to their table without any other communication. • Spectators may be asked to move if their presence is distracting to players or impeding the smooth operation of an event. If a judge or Tournament Official instructs a spectator to move, 9 they must obey. Any disruption caused by spectators will result in penalties for the player or players the spectator is associated with. 1.8 Media Members of the media who wish to attend Bandai Organized Play events in order to create written, photographic, audio, or video content must follow these rules: • Contact the Tournament Organizer in advance of the event for permission; • Media representatives must be prepared to provide evidence of their association with a news outlet in the gaming industry prior to the event starting; • Members of the media are responsible for knowing and complying with any applicable laws concerning privacy of attendees, and must obtain their own written releases from impacted participants at an event; • Members of the media assume liability for all of their equipment and employees; • Members of the media must abide by the same rules set for spectators, and must obey the instructions of Tournament Officials and Bandai employees. 2.0 Player Requirements 2.1 Bandai TCG+ The Bandai TCG+ is the official player registration system used by Bandai (replacing BCC ID). Players can search and apply for nearby events, as well as see their matchups and enter a result for their match during an event. Registration for Bandai Namco ID is required to register on TCG+. https://www.bandai-tcg-plus.com/ If players have questions about TCG+, please submit your enquires here: https://global.carddass.com/inquiry.php How to Register 1. Register for a BANDAI NAMCO ID (BNID) • Sign-up / Log-in for BANDAI NAMCO ID | https://www.bandainamcoid.com/portal/top Minors (defined as people who are not yet adults as determined by applicable laws of their country/region of residence) must check these Terms with their legal representative (parental guardian, etc.) and shall only register with the consent of their legal representative, or shall register together with their legal representative. https://www.bandainamcoid.com/portal/terms?client_id=bnid_b_ch&country=US Players are responsible for ensuring their contact information is kept up to date, as well as confirming that event participation details are correct. 10 2. Register for TCG+ using BNID For Corporate Members • Sign-up / Log-in for Bandai TCG+ | https://distributor.bandai-tcg-plus.com/#/ Should you have any inquiries regarding TCG+, please contact with your distributor. For Players • Sign-up / Log-in for Bandai TCG+ | https://www.bandai-tcg-plus.com/ • App Store - Download iOS version o https://apps.apple.com/us/app/bandai-tcg/id1599299476 • Google Play - Download Android version o https://play.google.com/store/apps/details?id=com.bandai.bandaitcgplus 2.2 Convention Events Tournaments held at conventions may require a convention attendee badge in order to participate. It is the responsibility of the player to ensure they have a valid convention badge. 2.3 Government Identification Players must provide personal photo identification if asked to do so by Tournament Officials. School ID cards, state ID cards, driver licenses, passports and birth certificates (for players under the age of 18) are acceptable forms of photo identification. Valid photo identification is required at all events with an age limit or invitational structure. You may contact the Tournament Organizer ahead of time if you have concerns about providing identification. 2.4 Tournament Materials Players must bring a tournament legal deck, sleeved in fully opaque sleeves, to constructed events. A tournament legal deck consists of: • Deck: A total of 50 cards, made up of Unit cards, Command cards, Pilot Cards, and Base cards. • Up to two unique card colors (red, blue, green, white, purple) can be included in a deck. Cards of a tertiary or more colors cannot be added to a deck. A deck can contain no more than 4 cards with the same card number. • Resource deck: A total of 10 Resource cards. • Tokens: All tokens required for gameplay of registered deck. No more than four copies of the same card can be included in a deck. No side decks are permitted. Ensure you bring extra card sleeves, a pen to complete match result slips, and any additional dice, counters or tokens your deck or gameplay may require. 11 In addition to tournament materials, you must bring appropriate entry fees (if any) or proof of pre- registration, your Bandai TCG+ account and personal identification. You may also be required to provide a legible, completed deck list. Players are expected to abide by all health and safety requirements set by the Tournament Organizer, which may include wearing a mask for the duration of the event. 2.4.1 Cards Only appropriate cards created by Bandai Co., Ltd., or those recognized by Bandai Co., Ltd. may be used at events. Cards that have been marked, signed, painted, stamped, graded/“slabbed”, or otherwise altered in any way are forbidden and cannot be used in official events. Cards should be sleeved in fully opaque sleeves. Cards that are damaged (creased or bent) may not be used if this difference can be felt through a sleeve. Cards newly released (less than 7 days after release) cannot be used in Premier level events (regionals, Championship-related tournaments). Exceptions include cards with the same card number as previously released versions and resource or non-deck cards. Gameplay information printed on cards cannot be obstructed in any way. Cards must always be readable to the owner, judges and the opponent. Players in North America, Latin America, Europe and Oceania must use English language cards for the main deck at all tournament events. 2.4.1.1 Resource Cards, Token Cards, and GUNDAM ASSEMBLE All officially distributed resource and token cards may be used. Cards in all languages are allowed for resources and tokens. GUNDAM ASSEMBLE (miniature-sized Gunpla) may be placed on top of corresponding token cards in official or sanctioned events. They may not be used without token cards. Note: Some stores or events may prohibit their use. If you run out of tokens mid-game, substitutes are allowed with opponent verification, as long as they are rectangular, card-sized tokens with a distinguishable active/rest status. You do not need to declare which token is used for which effect beforehand. 2.4.2 Sleeves Players must use fully opaque sleeves to protect their cards during the course of a tournament. All sleeves in the Main Deck must be identical in terms of color, wear and design, and all cards must be placed into sleeves in the same direction and manner. Resource cards, as well as token cards, must be consistently sleeved in a way that differentiates those cards from the main deck including clear sleeves, other color sleeves, or unsleeved. Players are not allowed to place any other cards or printed materials inside sleeves. • You may have only one card in each sleeve. You may not have anything but that card in the sleeve. 12 • Players may use up to two sleeves per card to maintain the condition of their cards. If judges deem the type of sleeves used excessive, or that the sleeves used allow cards to be distinguished from one another, a player may be instructed to change sleeves or remove them. • Players are not allowed to use sleeves that obstruct the front of the card. • Sleeves with reflective backs or holographic fronts are not allowed. • Sleeves with artwork on the backs, provided all sleeves are identical and are of a non-offensive nature, are allowed. Players are responsible for ensuring that cards and sleeves are indistinguishable from each other for the duration of the tournament. Cards that can be identified without looking at their face, via damage, discoloration, wear, or other elements, are considered distinguishable. Sleeves with excessive wear, noticeable patterns, factory defects or other markings will be considered marked. Penalties may be applied. Players can request a judge check their opponent’s sleeves during a match. Judges may forbid the use of sleeves or enforce changing sleeves. The head judge has the final authority when making judgement about whether cards are distinguishable from one another. Players should bring additional sleeves to replace any sleeves that become damaged, worn or marked over the course of the tournament. 2.4.3 Pen Players should bring a pen to complete Match Result slips at Championship series events. Notes may not be taken by players. 2.4.4 Supplementary Objects Players are allowed to use small supplementary objects to track changes to public information such as cards, tokens, and targets. Objects that make it difficult to tell how many cards are in a given area, completely cover cards, or otherwise make it difficult to clearly track game state are not allowed. Players are not allowed to use their own sleeves, sleeves with designs that resemble card backs, or face- down cards as supplementary objects. Players may not use custom cards. Dice must be unweighted, with clear markings. Dice that could damage cards or other tournament property, or contain offensive text or images may not be used. Counters and Tokens must be items that cannot be confused with other game elements. 2.4.5 Playmats Playmats are not required for tournament play. If you elect to use a playmat, it must fit within the play space allotted to you. Playmats that contain offensive text or images cannot be used. Playmat images should be appropriate for a family-friendly tournament environment. 13 2.5 Player Knowledge Players will have a better tournament experience if they are fully prepared. Prepare by undertaking the following actions prior to the event: • Carefully read and understand the cards contained within your deck; • Read and understand the latest version of the rule manual and FAQs (https://www.gundam- gcg.com/en/rules/) • Read and understand all Tournament Policy documents and any event FAQs. 2.6 Player Behavior The goal of Bandai Organized Play is to build a player community that promotes learning, honesty, fair play, diversity, equality, and general good sporting behavior. All players play a critical role in making this vision a reality. • Players are expected to be respectful and courteous to each other, and display good gamesmanship. Disputes should be handled in a calm manner and directions issued by tournament staff should be obeyed. Rude language, disruptive or disrespectful behavior, inappropriate clothing or supplies, unwarranted accusations, and/or disregard for the safety of others or the condition of the venue will not be tolerated. Players must abide by the expected standards of behavior. • Players must communicate clearly with judges, co-operating with all instructions and notifying judges if they witness rule violations. • Players must show up to a tournament and subsequent rounds on time, and report results immediately. • Players are responsible for checking their win/loss record and standings as pairings are posted, and should report any discrepancies immediately to event staff. • Players may not wear clothing with overly suggestive, rude or inappropriate messaging, and may not utilize accessories with rude messages or potentially offensive images. • Players may not use electronic devices during a match, including cell phones. Smart watches or similar items which can send or receive messages must have messaging features disabled during a match. Players requiring electronic devices for medical reasons should speak to the Head Judge prior to the start of a tournament. • Players may not wear headphones during a match. • Players may not eat or drink at tournament tables, including in between rounds. • Wagering or gambling on tournament results by anyone, including players, tournament staff and spectators, is strictly prohibited. • Selling goods or services in a tournament venue without the express permission of the Tournament Organizer is strictly prohibited. • Players must maintain a socially acceptable level of personal hygiene. 14 2.7 Player Communication Players are responsible for conveying accurate information at all times. Players are required to answer completely and honestly all questions that are relevant to maintaining an accurate game state, or matters of public knowledge. Players must clearly communicate their actions during game play, and ask questions of your opponent or a judge if unsure about a ruling or action. Players are required to immediately notify opponents (and a judge, if necessary) if an opponent fails to follow any game rules, including effects that may be played incorrectly. Players should not touch an opponent’s cards or other items without first asking permission. Players should request the assistance of a judge at the time an issue occurs, rather than afterwards. Players should not retract or change moves once committed to them. Committing to a move includes, but is not limited to, verbally stating or announcing an action, or removing your hand from a card. If a verbal statement contradicts an action taken in the game, and the verbal statement is a legal action, the verbal statement overrules the action performed. Failure to follow these rules may result in penalties. Example: A player uses a card effect to search for a card in their deck. The player selects a card and reveals it to their opponent. The player cannot change their mind and search for something else instead. 3.0 Tournament Information 3.1 Health and Safety Considerations The health and well-being of our playing community is of paramount importance to us. Stores and Tournament Organizers should ensure that they are following all relevant advice by health authorities and government organizations. The following recommendations should be implemented by Tournament Organizers: • Players may be required to wear masks for the duration of an organized play event; • The usage of plastic table separators should be considered to minimize the risk of aerosol transmission, and consideration should be given to available air filtration systems; 3.2 Tournament Levels There are three levels of official tournament events within Bandai Organized Play. • Level 1 – Casual – This includes store organized play events, including constructed, draft, and pre-release events. • Level 2 – Competitive – This includes Store Championship events and other special events. 15 • Level 3 – Professional – This includes the Championship Organized Play Series, which may comprise Regionals, Nationals and World Championship events. Level 1 Casual events are designed for casual play, and provide an environment for players with a focus on learning and fun. Rules and tournament policy are still important at this level, and should be enforced. In addition to enforcing rules and policy, judges and other Tournament Officials should educate players about mistakes so that correct game play actions can be learned. Level 2 Competitive and Level 3 Professional events are competitive and require the highest level of ruling and policy enforcement. 3.3 Tournament Formats There are a variety of approved tournament formats that Tournament Organizers may select from when registering a tournament. Tournament Format Definition Constructed Players bring a tournament-legal deck to play in a constructed tournament. Sealed Players will receive specific event product during the players meeting, and will construct a legal deck from that product only. Draft Players will receive booster packs from a booster box and will draft cards in pods of four. Following the draft, players will construct their deck from their drafted card pool. 3.4 Tournament Structure Tournament Organizers may run events using single elimination or Swiss. Swiss + single elimination top cut finals are used for Level 3 Professional events. Tournament Structure Definition Single-Elimination Half of the registered players are eliminated after each round, with the losing players dropped from the event. The winners progress to the next round. This continues until one player remains, who is declared the overall winner. Swiss Rounds Players are paired according to their win / loss records. Players are not eliminated when they lose. Instead, they will be paired against players with similar win / loss records for the remaining rounds of the event. Players may choose to drop from Swiss events at any time by notifying the Scorekeeper prior to pairing of the following round. Swiss Rounds + Single Elimination Players are paired according to their win / loss records. Players Top Cut Finals are not eliminated when they lose. Instead, they will be paired against players with similar win / loss records for the remaining rounds of the event. Players may choose to drop from Swiss events at any time by notifying the Scorekeeper prior to pairing of the following round. 16 Depending on the number of participating players, a set number of players will progress to the Finals once there is only one player remaining in Swiss with only wins recorded. Players are paired off in their final ranking order – 1 v 8, 2 v 7, 3 v 6, 4 v 5, etc., and proceed to elimination finals play. 3.4.1 Single-Elimination Single-Elimination tournaments determine the winner of the event by removing players from the tournament after they lose one match. The number of players in each round will be half the number of players in the preceding round. The tournament ends when one player is undefeated. That player is the winner of the event. Single-Elimination Events run as follows: • Round 1: Players are assigned seeds at random and paired up. If players have played qualifying rounds, their seeding is equal to their final placement in qualifying. The winner moves on to the next match, while the losing player is eliminated from the tournament. If the number of players enrolled in the event is not a power of 2, the highest-seeded players will receive byes. • Subsequent Rounds: Players continue to be paired along brackets, with the winner of a match moving on and the loser being eliminated. Ultimately, only two players will remain, with the winner of that Championship match becoming the winner of the tournament. 3.4.2 Swiss The objective of the Swiss pairing method is to determine a single winner by pairing players with similar match records against each other until there is only one undefeated player. Swiss Events run as follows: • Round 1: Players are paired randomly for the first round of play. Players receive 3 match points for winning, 1 match point for a draw, and 0 match points for losing. If there is an odd number of players, a player will receive a bye. If a player wins by default, they receive 3 match points. • Round 2: Players in the 1-0 (1 win) bracket are randomly paired against each other, while players in the 0-1 (1 loss) bracket are paired in the same manner. If there is an odd number of players, a player in the 1-0 bracket will be paired down with a random player in the 0-1 bracket that they have not played before. If this leaves an odd number of players with 0 wins, one player from that bracket will be assigned a bye. • Subsequent Rounds: Players continue to be paired randomly by their win-loss record until the specified number of rounds have concluded, or one undefeated player has been determined. 17 3.4.3 Swiss + Single Elimination Top Cut Finals This format allows Tournament Organizers to run a number of Swiss rounds appropriate for the number of players participating, after which the top-ranked players are seeded into Single-Elimination Finals brackets and play until only one player remains. That player is the winner of the tournament. Tournaments run using Swiss plus Single Elimination Top Cut Finals allow every player to participate in every round, while giving players without an undefeated record the opportunity to win the event. 3.5 Match Structure During a tournament, a match will include a set number of games. The player who wins the specified number of games wins the match. For Professional level events, Tournament Organizers should use a best-of-one game match format during qualifying rounds and Best-of-three match format for top cut. Online Standard Match Structure Best-of-one Game Match Number of game wins necessary: 1 Match Time: 35 minutes Extra Time: 5 minutes (for extra turns, etc.) Standard (Qualifying) Match Structure Best-of-one Game Match Number of game wins necessary: 1 Match Time: 30 minutes Extra Time: 5 minutes (for extra turns, etc.) Top Cut Finals Match Structure Best-of-three Game Match Number of game wins necessary: 2 Match Time: 60 minutes Extra Time: 10 minutes (for extra turns, etc.) Championship Top 2 Match Structure Best-of-three Game Match Number of game wins necessary: 2 No time limit 3.6 Number of Rounds The number of rounds played in Swiss is based on the total number of players registered to play in the event. Once the number of players who have won all their matches is reduced to 1, the qualifying rounds end and final player placement is calculated. 18 Tournament Organizers may not choose to deviate from the Tournament Rules Manual. Tournament Organizers may run events with no Top Cut, provided that information is advertised before the start of the event. Number of Participants Expected Number of Swiss Players Qualifying for Top Cut Rounds (if applicable) 4–8 3 rounds None 9 – 16 4 rounds Top 2 17 – 32 5 rounds Top 4 33 – 64 6 rounds Top 8 65 – 128 7 rounds Top 8 129 – 256 8 rounds Top 16 257 – 512 9 rounds Top 16 513 – 1024 10 rounds Top 32 1025-2048 11 rounds Top 32 Players added to an event after registration closes as late entries will not impact the number of Swiss rounds or top cut calculations. The number of Swiss rounds is designed, on a best-case basis, to have one undefeated player after the last round has completed. The number of rounds should be announced before the beginning of the first round; once announced, it cannot be changed. A variable number of rounds may be announced instead, with specific criteria provided for ending the event. Variable Rounds Announcement Example: A Championship Level event has 205 players registered. The Tournament Organizer may announce at the start of the event, “There are 205 players registered today, and we expect to play 6 to 8 rounds of qualifying. Qualifying rounds will end once there is one undefeated player left in the event, with only wins reported. At that point, qualifying will end and the Top 16 players progressing to Finals will be determined.” 3.7 Publishing Tournament Information Tournament Organizers, judges, players and spectators are free to publish details of play and / or results of a tournament, subject to applicable laws in the region where the event was held. Player deck lists may be published by the Tournament Organizer at any time once the event has begun, provided that this information is publicly accessible, that all player data is published at the same time, and that publication of this data provides additional value to those attending or watching the event. Otherwise, this information should be kept confidential throughout the duration of the tournament. Tournament Organizers must provide deck lists to the Bandai global organized play team as part of their event reporting. 19 Bandai reserves the right to publish tournament information, including but not limited to deck lists, player reports, transcripts, audio and / or video recordings, awards, penalties or any other information related to the tournament. Attending a Bandai Organized Play event may lead to an attendee’s image and likeness being photographed or recorded by or on behalf of Bandai. By entering or remaining at Bandai Organized Play events, attendees grant Bandai, its premier Tournament Organizers, and approved media bodies to publish their name, image, likeness, deck list, methods of play, and written or oral statements in connection with any still photograph, live or recorded video display, or other transmission or reproduction of the event, in whole or in any part. 3.8 Stream Broadcasts of Match Play While attending Bandai Organized Play events, players may be instructed to play a feature match that will be broadcast to a large audience and / or to online viewers. Players must comply with the Tournament Organizer’s directions regarding match location. These matches may require additional equipment, including new card sleeves, the use of standardized play mats, apparel changes, or the use of noise-cancelling headphones. Players must abide by these considerations. It is not necessary that the stream casters are qualified judges. If a caster notices a violation of game rules, game state or Tournament Policy, they are required to notify a judge immediately. It is up to the judge to determine whether it is appropriate to intervene. Due to the nature of streamed matches and a desire to not regulate feature matches more stringently than other matches during qualifying Swiss rounds, players should be aware that penalties earned but not applied during a match may be applied later upon subsequent review. 3.9 Reporting Tournament Results It is the Tournament Organizer’s responsibility to report tournament results to Bandai within 48 hours of the tournament’s completion. 4.0 Tournament Play 4.1 Gamesmanship Players are expected to behave in a respectful and polite manner towards all tournament attendees. If you engage in unsporting conduct or behavior that endangers or detracts from the event, you may be penalized, up to and including disqualification and removal from the venue. 4.2 Tournament Registration Players need to register in order to participate in events. Check event information or contact the Tournament Organizer if you need more information on registration times. 20 To register, you’ll need government ID, your Bandai TCG+ account, and your pre-registration information or entry fee for the tournament. Registration forms may also be required. Make sure your registration form is completed in full before lining up for registration. 4.3 Special Assistance Players requiring special assistance at tournament events, including designated seating areas, accommodations for an aide or service animal, approval to use electronic devices, etc., should speak to the Head Judge and Tournament Organizer during the registration process. Players may also contact the Tournament Organizer ahead of time to best ensure needs can be met. 4.4 Deck list Submission Tournament Organizers may require deck lists to be submitted for local events, but only if the requirement is advertised prior to the start of the event. All Championship level events require deck lists. Players may not use decks with cards that differ from those included in their deck list. A fully completed deck list, legibly written or printed, must be submitted in order to compete. You may not use shorthand terms when writing out your deck list. Your deck list must include the card’s collector number and its full name to ensure a clear and accurate deck list. Players that fail to follow deck list rules may receive penalties. It is ultimately a player’s responsibility to ensure they accurately, clearly, and completely communicate the contents of their deck. Tournament Organizers should collect Deck Lists at the start of the player meeting or before Round 1 commences. Once a deck list has been submitted, it may not be altered or changed unless requested by a judge. The Tournament Organizer and / or Head Judge has the authority to check player decks (a “deck check”) to determine whether or not they are appropriate. Deck checks should be carried out by Floor Judges where possible. Deck checks should be performed at any time the tournament progresses from Swiss to single elimination, as well as randomly throughout Swiss rounds. Deck checks should be performed on at least 10 percent of decks over the course of the tournament. When performing deck checks, judges should assure the deck presented matches the submitted deck list. They should also assess the cards quality, sleeves quality, and the contents of the deck container presented (No cards/items that can be confused with game elements are allowed to be placed in the deck container). 21 4.5 Shuffling Decks must be shuffled thoroughly using accepted shuffling methods (riffle, Hindu, etc) in order to sufficiently randomize their contents. Both players must shuffle their decks in a manner that is visible to their opponents. This must be done at the start of every match, and whenever a game mechanic requires you to shuffle your deck. You cannot check or arrange any cards while shuffling. This includes pile shuffling. You may not pre-sort your deck without thoroughly shuffling afterwards. After players have shuffled their decks, it should be presented to the opponent to either cut (separating the deck into multiple, smaller piles which are then rearranged to form a single deck again) or shuffle. No additional randomization may be done to the deck after this. When you present your deck to your opponent, you agree that you have sufficiently shuffled and randomized your deck contents, your deck is legal, and that it matches your submitted deck list registration form. Players are strongly encouraged to shuffle opponent’s decks at Level 3 Professional events. Sometimes, a player may carry out a shuffle in a way that seems suspicious. If you feel a player’s deck has not been sufficiently randomized, you may request a judge carry out a shuffle or observe your opponent shuffling. The judge will determine the necessary course of action. If a judge shuffles a deck, neither player is allowed to further randomize the deck. All shuffles, searches and acts of adding specific cards from your deck to your hand must be carried out in an expedient manner. Resolving card search and shuffle effects should take no longer than a minute from the activation of a power to its full resolution. A judge may penalize a player for the amount of time taken to resolve an action if deemed necessary. 4.6 Determining Starting Player After players have shuffled both of their decks thoroughly, players should use a random method to decide which player is the starting player. Players may roll a die, flip a coin, play Rock-Paper-Scissors, etc. The winner chooses who goes first. This must be denoted in some public manner (e.g. a first player token). In all Top-Cut play-off and championship matches, the player with the higher standing after Swiss rounds will choose who goes first for the first game. In a best-of-three game match, the player who loses the preceding game chooses whether to go first in the next game. 22 If a game loss has been awarded for the first game of a match, the starting player of the second game is determined randomly. 4.7 Game Area Layout While game mats are not required, players are responsible for placing all cards according to the layout established by the Game Area Play Sheet. Specific locations include: • Deck Area • Resource Deck Area • Resource Area • Battle Area • Hand • Trash • Shield Area • Removal Area You may not create your own game area layout. It is possible to modify the layout to accommodate physical requirements. If you need to modify the game area layout, you must notify your opponent and ensure it is obvious to all Tournament Officials. The position of cards must be maintained as they were originally placed on the game area, except when directed otherwise by a card effect. Cards in a player’s Shield Area must be spaced out in a way that ensures a player, their opponent, Judges and tournament staff can see at a glance how many Shield cards a player has remaining. The Shield cards must be on the opposite side of the play area from the player’s deck and trash. Players should always play with both hands above the table. The cards in a player’s hand should show card backs or sleeves clearly visible to the opponent. Players are not allowed to play with their hands below the table or concealed from an opponent. Players should not place unused cards in a nearby location (inside clothing, in a deck case, on the table) during a match. Cards not registered on a deck list should be kept inside a bag or other inaccessible location during tournament play. If a card must be rotated to indicate a specific effect, it must be rotated to either 90 or 180 degrees. Players should not stack cards within their Shield area in a way which obscures how many Shield cards they have left. Do not move cards between areas unless a card effect directs you to do so. Avoid placing your hand close to other specified areas. 23 4.8 Note Taking Players are not allowed to take notes in official Bandai Organized Play events. Players should not have paper or other stationery not used for game purposes nearby during game play. You may consult a copy of your Deck List between matches (not in between games) to ensure you have restored your deck to the registered state. 4.9 Official Errata Document Players are allowed to have a printed copy of the official Bandai errata document nearby during game play to consult for information regarding the errata of certain cards. This document may not have any notes on the paper and the note taking policy also applies to this document. Judges and opponents may request to see the document during game play. 4.10 Game State Game state refers to all elements of the game – cards, shield, deck, hand, trash, turns, phase, etc. Both players are responsible for maintaining the proper game state by clearly communicating with their opponent. Players are required to divulge any and all information that may be required to maintain a legal and correct game state. The game state can be damaged by illegal actions, missed triggers, etc.; rendering it either reparable, irreparable, or accepted. Whether or not a game state is reparable or irreparable will mean the difference between a Warning and a Game Loss. If both players can provide clear information and a judge is able to determine a way to fix or rewind the game state, it is reparable. The game should be repaired as far as possible and play should continue. Sometimes, even if a game state has been damaged, it has happened too far back to easily and fully repair, and does not create a significant advantage for the player at fault. In this case, the game state is accepted by both players, and play will continue. • A game state can be considered reparable even if not every error can be rewound. • A game loss is not an appropriate penalty for a reparable game state, unless it is applied as a penalty for repeated previous infractions. • If both players share fault in an irreparable game state that should be awarded a game loss, determine which player is most at fault and penalize that player with a Game Loss. The opponent should receive a Warning. • Irreparable game states should not result in restarting a game or match. • If a player has damaged the game state due to an illegal action or missed auto, and gameplay can be rewound to the point of that illegal action, it will be rewound even if the opponent would gain an advantage from information that was previously Private Knowledge. 24 4.11 Public Knowledge The following information is considered to be public knowledge, unless a card effect states otherwise: • The number of cards in a player’s hand; • The number of cards in a player’s deck (this includes Main and Resource deck); • The number and names of cards in a player’s trash; • The number of Shield cards remaining; • The current damage counters on all cards in all public zones. • Information printed on a specific card mentioned by name or otherwise clearly described; • Which cards have been played during the current turn. Players must answer questions involving the above topics truthfully. Players may not refuse to answer questions about information that is public. Lying about or refusing to answer questions about public knowledge may result in disqualification. 4.12 Private Knowledge The following information is considered private information, unless a card effect states otherwise: • The cards in the Main deck; • What cards are in the Shield area; • Which cards are in a player’s hand; • Which cards are in an opponent’s hand; • Which cards were played or activated during the previous turn, unless there is an active gameplay effect. Players may not answer questions about any game state information considered private knowledge. Giving false or misleading information about private knowledge, or intentionally revealing information considered private knowledge, may result in a disqualification penalty. 4.13 Shield Area / Hand / Deck Verification With the exception of areas targeted by a search effect, you may not search any of your opponent’s private knowledge areas, such as hand, deck, or shield area, unless you are directed to do so by a card effect. Judges may not be asked to search or verify your opponent’s hand, deck or Shield area unless there is evidence your opponent may be cheating or that there may be a valid deck-related issue. 4.14 Appeals Players have the right to appeal rulings to the Head Judge of the tournament if they disagree with a Floor Judge’s ruling. Players may not appeal a Floor Judge’s ruling until after the Floor Judge has issued the ruling. 25 Players must respectfully inform the Floor Judge that they wish to appeal the ruling issued. If you accept the Floor Judge’s ruling, you cannot ask to appeal that ruling later. The Head Judge’s ruling is final, and cannot be appealed. 4.15 Conceding a Gamer or Match Players may concede a game or match at any time up until the point that the game or match has concluded. Once a game or match has concluded, you may not concede or ‘give the win’ to an opponent. This means once a game or match result has been reached (win, lose, or draw), the result cannot be changed. Players who change the result of a game or match are guilty of Altering Game / Match Results and will be penalized appropriately. Players may not offer or accept any form of compensation in exchange for conceding a game or match. Players who concede in exchange for compensation are guilty of accepting bribery. Offering or accepting a bribe is against the Tournament Rules Manual policy and both players will be disqualified from the event. 4.16 Random Outcome Players or Tournament Officials may not randomly determine the outcome of a match by any means. Failing to observe this rule will result in disqualification from the event. 4.17 Intentional Draws Players are not allowed to intentionally declare a draw match, even with both players’ consent. If players are found to have agreed to an intentional draw, or play in a manner that means the outcome will result in a draw without trying their best to obtain a result, they will be subject to penalty. Matches cannot end in a draw, outside End of Round procedures. 5.0 Reporting Match Results 5.1 Reporting the Match Result Both players are responsible for accurately reporting the result of a match. Level 3 Professional events may provide printed match result slips for you to report match results. Other events may require you to verbally confirm the match result with the scorekeeper. The winner of each round is responsible for ensuring the round result is reported in a timely fashion following the conclusion of the match. The winner is responsible for returning the Match Result slip to the Scorekeeper or verbally reporting the results. Failure to do so in a timely manner may result in penalties. Players should consult a Tournament Official if they are unsure of the proper procedure for reporting match results. 26 Match results cannot be altered once they have been submitted. Players should verify the match result slip carefully before submitting it. 5.2 End of Round Procedures Sometimes a match may not finish prior to time being called for the round. Both players are responsible for noting who is the active player when time is called. Players who need assistance with End of Round procedures should raise their hand and call for a judge. The judge should be notified the game is ongoing and whose turn it is. The judge should ensure both players understand the End of Round procedures, and may stay to supervise. If time is called while players are in between games, compare the number of games won by each player. If one player has won more games than the other, that player is declared the winner of the match. If time is called while players are in the middle of a game, the current game must have a decision of win or loss. To resolve the current game, players follow the following steps: 1. The player with the most game wins is declared the winner of the match. 2. If tied, the current active player plays out their turn. This is considered turn 0. a. If time expires during the denoted first player’s turn: Play 3 additional turns (start with current as Turn 0) b. If time expires during the denoted second player’s turn: Play 2 additional turns (start with current as Turn 0) 3. If neither player has won at the end of extra turns, the player with the highest number of Shield Area Cards (Base + Shield) wins. 4. If tied, the player with the higher number of cards remaining in their deck wins. 5. If still tied, both players lose (Double Game Loss) A time limit of 5 minutes is applied to extra turns to ensure the ongoing smooth operation of the tournament. A double loss will be declared if time expires with no clear winner after performing the prior steps. If time expires during extra turns and the active player has a card attacking, complete the attack through the Battle End Step. If time expires during extra turns and the active player has a pending effect, complete the pending effect and promptly cut off at the End of the Main Phase. Game play should be monitored by judges during this time. The guidelines for Slow Play should be strictly observed, and penalties handed out for any players found to be playing slowly. 27 Single Elimination Rounds and Top Cut Finals Draws are not permitted during single-elimination rounds, including top cut finals. If there is a tie due to all players fulfilling loss conditions simultaneously, the current turn-player loses the game, and the opponent is declared the winner. If time is called while players are in between games, compare the number of games won by each player. If one player has won more games than the other, that player is declared the winner of the match. If they have both won the same number of games, the match will continue by starting another game and proceed immediately to the steps below. When time is called while players are in the middle of a game, determine a winner of the match using the following steps: 1. The player with the most game wins is declared the winner of the match. 2. If tied, the current active player plays out their turn. This is considered turn 0. a. If time expires during the denoted first player’s turn: Play 3 additional turns (start with current as Turn 0) b. If time expires during the denoted second player’s turn: Play 2 additional turns (start with current as Turn 0) 3. If neither player has won at the end of extra turns, the player with the highest number of Shield Area cards (Base + Shield) wins. 4. If tied, the player with the higher number of cards remaining in their deck wins. 5. If tied, the player with more Units in their Battle area wins. 6. If both players have the same number of Units in their Battle area, the player who last removed a card from their Shield area wins. In an event with a set end time, if the winner has not been decided by that time, no result will be determined, and the match may be declared a null match without a winner. The Championship Match Time limits do not apply for the Championship match of an event. The match is played until there is a clear winner. 5.3 Match Pairings After each round is completed, the Tournament Organizer should pair the next round and post the pairings. Players must be given a reasonable amount of time to report any errors with their win / loss records and find their seats. Once the round has started, pairings cannot be changed. To aid the accurate and timely reporting of match results, match result slips may be utilized at all Level 3 Professional events. 28 The Tournament Organizer can use their discretion to decide whether or not to re-pair a round if a player’s win / loss record is incorrect. The Scorekeeper can fix the error before the round starts and re- pair, or wait until the round starts before fixing the match record. The player’s pairing in the next round will be correct. Players should note that win / loss records cannot be altered after a second subsequent round has been paired. For example, round 2 results cannot be altered after round 4 is paired. Players therefore have one full round to report any win / loss record errors to the Scorekeeper or Head Judge. Match records are noted on the posted pairings and the match result slips. Tournament Organizers should use both of these tools to remind players to regularly check their win / loss record. 5.4 Tie Breakers and Calculating Final Placement Official events use a tie-breaker system to determine how players are ranked when both have the same number of match wins. Players earn points based on how well they perform during a match. Match Outcome Points Awarded Win 3 Bye 3 Draw 1 Loss 0 Players are ranked first on how many points they have accumulated during the course of the event. In the event of a tie, placement is determined by the process below: 1. Comparing Average Match Win Rate – calculate the average match win rate of the 2 players (excluding byes) and divide the value by the number of tournament rounds they participated in. The player with the higher final value ranks above others. 2. Comparing Average Match Win Rates for the Players’ Opponents – calculate the average match win rate for the opponents of each player. The player with the higher final value ranks above others. In extremely rare occasions, players may finish a tournament with identical tie-breakers, leaving them tied for final standing. If time permits, the players should play another match to determine a winner. In cases where there is no time for an additional game or match, the Head Judge should do the following: 1. If the players have already played against one another in the tournament event, the winner of that match will take the higher final standing. 2. If the tied players have not played against one another in the tournament event, the Head Judge may use a random method such as a die roll, raffle, coin toss, etc to determine the final standing 29 or may take the listed order on TCG+ standings. Please note this is different to randomly determining the outcome of a match. Calculating Average Values 1. Player Average Match Win Rate = their match points (excluding match points from byes) / participated rounds (excluding byes) x 3 2. Average Match Win Rates for a Player’s Opponent = the total of the entire opponent’s values from (1) / number of games the player participated in. Numbers under 0.33 are treated as 0.33. 5.5 Earning Invitations or Byes Players who finish in the top percentage of a tournament sometimes earn the right to progress (an invitation) to a higher-level tournament event. This right is non-transferable. Attempting to transfer this right to another player, and / or falsely claiming to have received this right may result in tournament disqualification or suspension upon further investigation. 6.0 Dropping Out Players who wish to forfeit or drop from the tournament must notify the Scorekeeper prior to the generation of the next round’s pairings. Once a round list has been posted, or any time before a match is about to begin, if a player decides to drop, they are considered to have conceded the match in progress. Players who drop from the event and fail to correctly notify the Scorekeeper in a timely fashion are ineligible to receive commemorative prizes and other items. Players who drop from the event are no longer eligible for placement prizing. 7.0 Tournament Penalties Policy documents are intended to educate players on expected behavior at tournament and/or events. Policy documents may not serve as a resource for persons attempting to take advantage of these policies by “rule-sharking” or otherwise attempting to influence the decisions of judges and Tournament Officials. Rule-sharking is defined as using rules and policy to attempt to create an advantage, instead of ensuring fair gameplay. Incidents or infractions may occur during the course of an event that may require the need for judges or staff to issue a penalty. This chapter outlines how to resolve infractions, the types of penalties, how to assign them appropriately, and a guideline for situations that may arise that require an infraction recorded. If a player violates any rules or regulations, a judge must issue the player with an appropriate penalty. 30 7.1 Determining an Infraction A judge must investigate first, then determine the infraction, and only then apply an appropriate penalty, detailed later in this section. Judges should not reverse engineer penalties. • All persons involved should explain what happened, and answer honestly any questions a judge may have. • The judge will explain the situation, and determine if an infraction occurred. • If an infraction occurred, the judge will explain the infraction and apply the appropriate penalty. • If no infraction occurred, the judge will explain why. Investigations for more serious infractions should be conducted in private. • Some severe infractions may also be explained in private to the person committing the infraction. • Not every situation that occurs is appropriate for public knowledge. A judge’s decision to address a situation in private must be respected by other players, spectators, uninvolved judges and Tournament Officials. • Players are always able to appeal a Judge’s ruling. • The Head Judge’s decision is final. Once an infraction has been identified, the judge will investigate if the offending player has received any other penalties for this same type of infraction during the course of the tournament. • Penalties may need to be upgraded if this is a repeated infraction. If it is a repeat infraction, the Head Judge should be notified. • Players are required to answer all questions honestly. Lying to a Tournament Official is against tournament policy, and will be penalized. • If this is a first-time infraction, the judge will briefly educate the player in regards to the infraction, why it occurred, and what the penalty is. Play will continue if applicable. If the infraction occurred during a match and the judge call took longer than 2 minutes, an appropriate time extension should be noted by the judge in a tracking method. Judges should always note down the time at which they take a judge call, to ensure an appropriate time extension is provided. • Time extensions are given after the judge call has been fully resolved, including any appeals. • Time extensions are given only for actual time lost during a match. • Time extensions must be reported to the Scorekeeper. • Time extensions are not given when there is a Game Loss penalty applied. • Multiple time extensions may be given to the same match. Judges must record the penalty in the determined tracking method in the following order: Player’s Name / Infraction / Penalty Assigned / Reason Why / Name of Judge Who Issued Penalty 31 If the infraction did not occur during a match, the judge should provide all the details to the Scorekeeper so the infraction can be tracked appropriately. Penalties acquired on Day 1 will carry over into Day 2. 7.2 Types of Penalties Below is a list of penalties in order of severity from lowest to highest. Head Judges cannot issue a penalty other than those listed below. All infractions must be recorded by all judges and Tournament Organizers so that accurate assessments on player behavior can be made. 1. Caution: A Caution is the lowest level of penalty that can be issued to a player. These types of penalties are designed to let a player know that they have made an error and to help correct their gameplay for the future. Typically, minimal effects on the game state may have occurred which can be easily fixed. Cautions are issued on the spot and are recorded per player. If a player repeats the same infraction, the Caution penalty can be upgraded to a Warning. 2. Warning: A Warning can be issued where an obvious error has occurred that has resulted in an outcome which is favorable for a player based on the game state, or the game state may not be able to be repaired fully to the same extent if the infraction did not occur. Warnings may also be issued for actions that impede the running of an event. This can also be used as the next step for a continued infraction of the same nature, which may be of a lesser consequence to the overall gameplay. If a player repeats the same infraction, the Warning penalty can be upgraded to a Game Loss, Match Loss or Disqualification. 3. Game Loss: A Game Loss is a higher form of penalty indicating that a major error in gameplay has occurred, or the regulations of the event have not been met, which has resulted typically in a significant unfair advantage for one player, or caused a direct detriment to another player. If the player is currently between games or matches, the player loses the next game they were assigned to play. 4. Match Loss: A Match Loss penalty should be reserved for the most extreme cases where the game has reached a state where no repair can be made, and the opposing player is at a severe disadvantage based on the error made. These typically involve a situation where one player gains a significant unfair advantage over a player, and the situation cannot be rectified through any other course of action. A player issued a Match Loss loses the current match. If the player is currently between matches, the player loses the next match they were assigned to play. If the player is in a match they are clearly about to lose, the judge may choose to apply the Match Loss penalty to the player’s next match. 5. Disqualification: A Disqualification is one of the most extreme forms of penalties that can be issued, and should be reserved for instances where the tournament integrity as a whole has been affected by the actions of the player and / or major examples of unsportsmanlike conduct. Players who receive this penalty are issued a Match Loss for the current round (if in play) and dropped from the remainder of the tournament, with no prizes or rewards to be issued. Players who receive a Disqualification are recorded for future reference and reported to Bandai. 32 6. Suspension: A Suspension is a penalty issued to players who have seriously damaged the integrity of an event or events, or may have received multiple higher-level penalties over a number of events that indicate that behavior has not changed. Suspensions can be issued not only against current players but all participants in an event. Persons who receive a Suspension are recorded for future reference. A person issued a Suspension loses their current match (if applicable) and is immediately removed from the event, with no prizes or rewards to be issued. Suspensions last a specific length of time specified by Bandai. Suspended persons cannot enter official Bandai events for the duration of the Suspension. The suspended player, along with the length of their Suspension, will be posted on the official Gundam Card Game home page. If a player issued a Suspension changes their Bandai TCG+ account, if it is discovered that their original account was issued a Suspension, the new account is immediately issued a new, lengthier Suspension. 7.3 Assigning Penalties It is advised that all penalties more severe than a Warning be issued only after reporting infractions to the Head Judge. The Head Judge should handle assigning penalties of Match Loss or greater. The issuing of penalties should occur in a way that is respectful of involved parties. When issuing a penalty, the judge must explain the infraction and how to resolve the situation to all related players. If the head judge decides to alter this process, they must explain the penalty and why they chose to alter the standard procedure. Careful consideration must be given for any deviation from the guidelines to ensure the integrity of the event and not bring untoward blame to Judges or the Tournament Organizers. Depending on the infraction, the description of the penalty will provide advice on how to resolve the infraction. These procedures are designed to prevent judges from being criticized for unfair or preferential judgement. The issuing of penalties should be accompanied by quoting the relevant policy. Judges must always consider the current game / game state and who will gain benefit as a result of carrying out penalty procedures. The procedures exist to ‘correct’ certain situations, and favoring a player (even if unintentional) or being careless when considering the game state can result in further issues. If a single mistake causes multiple infractions, a penalty should be issued for the most severe infraction. Judges and Tournament Organizers are to record any penalty during a tournament to ensure that there is consistency with regards to how penalties are issued. Judges must record the penalty on the determined tracking method in the following order: Player’s Name / Infraction / Penalty Assigned / Reason Why / Name of Judge Who Issued Penalty Penalties may be issued to person(s) who are not participating in the event. The penalties are designed to be applied to players, but other event personnel (spectators, staff, judges) can also be responsible for infractions. Penalties can still be issued to a player even if they have already forfeited an event. 33 The final say on all penalties at events are at the discretion of the Head Judge. 7.4 Examples of Infractions Infractions can occur in a number of ways, with differing levels of severity. Based on the level of competition, a Judge can increase the level in which a penalty is issued but never reduce. The types of infractions that can occur are: 7.4.1 Game Play Error These can be wrong or inaccurate actions by a player that are contrary to the official rules of the game. It is assumed that errors of this nature are accidental, but a judge may use their discretion to increase the infraction to a higher punishment if they feel the error was deliberate. 1. Failing to Observe Game Rules An infraction in which a player failed to observe a rule or misinterpreted it. Note this is separate from errors resulting from players forgetting to resolve automatic actions. Penalty: Warning Resolution: Issue a Warning to the player(s) responsible for the action. Efforts must be made to reverse the game state to before the error occurred, provided a considerable amount of time has not elapsed. If this is not possible, reverse as far as possible as to not adversely affect one player over another. Continue the game from this point. 2. Forgetting to Resolve Automatic Actions An infraction in which a player proceeds with the game after failing to resolve an automatic effect. Penalty: Warning Resolution: Issue a Warning to the player/s responsible for resolving the automatic action, and carry out the effect from the closest checkpoint (based on the judge’s determination). However, if the effect was a voluntary action that included text such as “you can”, treat the effect as if the player chose not to carry out the action. 3. Looking at Unnecessary Cards An infraction in which a player looks at a card/cards which should not have been visible to them. This also includes voluntarily revealing your hand, or looking at your opponent’s hand because they revealed their hand. Penalty: Warning Resolution: Issue a Warning to the player responsible for the infraction. If the card has only been revealed to the player who made the infraction, reveal it to their opponent as well. The judge then confirms which cards require being placed in set orders. Cards which can have no set 34 orders are shuffled together, while cards that must be placed in a set order are returned to their appropriate locations. Examples: • A player accidentally looked at 4 cards when resolving an effect that asked them to look at the top 3 cards of their deck. • A player’s Shield cards are accidentally turned face-up. 4. Invalid Cards in Secret Areas An infraction in which there is an incorrect number of cards in a Secret Area, or cards in an invalid state in a Secret Area. Penalty: Warning Resolution: Issue a Warning to the player(s) responsible for the action that caused the invalid cards to be in a secret area. If it is clear (to the Judge’s satisfaction) which card/s are incorrectly located in a secret area, those cards must be returned to their correct area. For a card from deck, it is returned to the top of the deck. If the card is from the Shields, it is shuffled back into the shield area. If it is not clear (to the Judge’s satisfaction) which card/s are incorrectly located in a secret area, the Judge is to randomly select the number of cards incorrectly held, and return them to the appropriate secret area and sufficiently randomize that area again. Examples: • A player accidentally drew 3 cards instead of 2. • A player accidentally added a card from their deck to their hand directly when they should have revealed it first. 7.4.2 Event Errors These are errors which occur when player(s) do not adhere to the Floor Rules as outlined in this document. If a Judge determines that the error was deliberate, they may escalate the infraction recorded. 1. Tardiness An infraction in which a player was not seated at the beginning of a match or did not complete a specific action within the given time limit. Penalty: Warning – if a player arrives within 5 minutes of match start. Game loss – if a player is 5 or more minutes late. Match Loss – if a player is 10 minutes late. Resolution: Issue a Warning if the player is seated and ready to play within 5 minutes of the round start time. Issue a Game Loss if a player is more than 5 minutes late. Issue a Match Loss if the player is not seated within 10 minutes of the round start time. 35 Examples: • A player is not seated and ready to play until 7 minutes after the start of a match. • A player sat in the wrong seat and started a match against the wrong opponent. In this case, it may be most appropriate to repair the two matches impacted and give a warning to the players. 2. Referring to information outside of the Game An infraction in which information was given to a player from outside the game or actively sought by a player using outside sources of information. Penalty: Game Loss - Match Loss Resolution: If the information is received during a match, issue a Match Loss to the player receiving the information if it has been actively sought. A Game Loss may be issued if it is unclear whether a player actively sought the information out. Issue a Match Loss to the player/s providing any information to a player who is currently playing a match. If the person who gave information is a spectator, a judge may bar that person from spectating for the duration of the tournament. During a match refers to the span of time starting from the posting of pairings to the actual end outcome is reached in a match. At any other time, players can receive information from any source. Examples: • A player asks for, or actively receives advice from another player or spectator. • A spectator gives advice to a player without their consent. • A player has notes written down on their official errata document 3. Slow Play An infraction in which a player unintentionally slows down the pace of a game, either during the match or extra time. If a judge confirms a player deliberately sought to delay the game and use the time limit to their advantage, they may escalate the infraction. Penalty: Warning – Game Loss Resolution: Issue a Warning to the player responsible for the infraction. A judge will determine if the appropriate amount of time has been taken to complete an action, or make a decision to further the game. If there is continued need for a judge to ensure a player takes an appropriate amount of time on decisions or actions during a match, they may escalate the penalty to a Game Loss. Examples: • An opponent calls a judge over and asks them to observe slow play due to the opponent taking an unnecessary amount of time considering their next action. 36 • A player takes an excessive amount of time to shuffle their deck. • A judge determines players are taking an unnecessarily long time to further the game state. • A player thinks about their next play for more than a minute, slowing the game down significantly. • A player takes an extensive amount of time looking at an official errata document, slowing down the game significantly. 4. Deck Error: Illegible Deck Lists An infraction in which a deck list submitted cannot be read, or is incomplete in a way that it makes the task of checking the list during a deck check a difficult task. However, this should not be confused with an incorrect or absent number of cards which is covered under “Incorrect Number of Cards”. Penalty: Warning Resolution: Issue a Warning to the player with the illegible deck list. The player should be given sufficient time to complete the deck list in a way that makes it easier for Judges to check for errors. If this error is found during the event, players should be asked to complete the amendments between rounds. If this causes them to be late to their next round, apply the infraction process for “Late Arrival to a Match”. Examples: • A player’s list cannot be read to determine all cards are included in the deck. • A player’s list is missing card numbers or card names but is otherwise legal. 5. Deck Error: Incorrect number of cards in Deck / Deck List An infraction in which a player’s deck list, or deck, contains the incorrect number of cards either above or below the amount required in the main and Resource deck. Penalty: Game Loss Resolution: Issue a Game Loss to the player, and have them correct the error either in the deck or on their deck list so that the two are made valid. Examples: • A player’s deck contains over or under the required 50 card limit for the main deck, but their deck list contains a valid number of cards. • A player’s deck list contains over or under the required 50 card limit for the main deck, but their deck contains a valid number of cards. • A player’s deck and deck list contains only 49 cards. • If a post-game deck check has been performed and the check fails, the Game Loss is applied to the following round for the player. 37 6. Deck Error: Incorrect cards in deck / deck list An infraction in which a player’s deck does not match the submitted deck list at the time of a deck check. Penalty: Game Loss Resolution: Issue a Game Loss to the player, and have them correct the error. Examples: • An opponent’s cards are found in a player’s deck at the start of a new game. • If a post-game deck check has been performed and the check fails, the Game Loss is applied to the following round for the player. 7. Illegal cards in deck An infraction in which the deck produced by the player includes cards that are either invalid for deck construction, or are contrary to the rules of the Game (i.e. unofficial cards). Penalty: Game Loss Resolution: Issue a Game Loss to the player found with incorrect cards within their deck. If this is found during a match, the Game Loss is issued for the current game and the player is given time to correct their error if possible. If the error is found between rounds, the Game Loss applies to the next match, and the player must correct the deck before play begins in the next round. Follow the steps for “Late arrival to a Match”. Examples: • A player has cards that are hot stamped that have not been officially released by Bandai. • If a post-game deck check has been performed and the check fails, the Game Loss is applied to the following round for the player. 8. Communication An infraction in which a lack of communication adversely influences gameplay. Both players have the responsibility to play the game with a common understanding of the events occurring within the game. If either player fails to declare their actions sufficiently, that player is treated as if they are obstructing the game. Penalty: Warning Resolution: Issue a Warning to the player responsible for the violation. Then, the judge rewinds the game state back to a point with as few issues as possible. After explaining the situation to the players, let them continue playing the game from that point on. The judge may only rewind the game back to a former state if there is no way to correct the current situation as it is. 38 Examples: • A player realizes they misunderstood how a card or cards were supposed to be played earlier in the game. 9. Marked Cards An infraction in which cards or sleeves are clearly marked and can be visually distinguished by looking at the card backs or fronts. Care should be taken to view how these cards could be seen when in a secret area. Penalty: Warning – Game Loss Resolution: Issue a Warning if when the cards are examined, one card can be easily distinguished from the next when in a secret area. However, if there is a pattern to the marked cards (i.e. if they are all the same type, or could be important for gameplay), a higher penalty should be given. The player may be required to acquire new sleeves or swap out damaged sleeves with non-damaged sleeves. Consideration for the level of penalty will be made by the Head Judge taking all factors into account. If the Marked Cards are intentional, consider the infraction as “Cheating”. Examples: • Some of the sleeves were damaged. The cards in the damaged sleeves appear to be random. • If a post-game deck check has been performed and the check fails, the Game Loss is applied to the following round for the player. 10. Insufficiently shuffling / non-randomized Deck An infraction in which a deck was insufficiently shuffled. Penalty: Warning Resolution: Issue a Warning to the player responsible for the violation. The judge thoroughly shuffles the player’s deck. The procedure must be carried out in front of the opponent multiple times, with different types of shuffles. Examples: • A player only shuffles their deck once with a Hindu shuffle. • A player shuffles their deck insufficiently with only pile shuffling. • A player gives an already shuffled deck to the opponent after sitting down. 11. Failure to Abide by Judge / Staff Instructions An infraction in which an attendee has been instructed to follow the direction provided by Judge(s) or Staff and failure to do so. 39 Penalty: Warning – Game Loss Resolution: Issue a Warning responsible for the violation. The Judge explains the attendee didn’t follow the instruction as provided. The Judge explains the importance of instruction provided. Examples: • Players leave without providing Judges notice of match conclusion when judge informs of an end of round deck check. 7.4.3 Unsportsmanlike Conduct These are infractions which occur when players behave in an unsportsmanlike way. Players fail to behave in the spirit of the game, and negatively impact on the safety, enjoyment and integrity of the event. 1. Taunts or Inappropriate Behavior An infraction in which player(s) behave in an inappropriate way or taunts their opponent or other attendees at an event. Penalty: Warning - Disqualification Resolution: Determine the appropriate penalty and issue to the player(s) responsible for the behavior. This can include bullying and other forms of behavior which may belittle another person present at the event. Examples: • A player makes an indefensibly rude comment or gesture to an opponent. • A player asks for a penalty to be issued against their opponent. • A player trashes the play area after losing. • A player does not comply when the event staff tells them to leave the play area. • A player makes a remark that could be seen as unpleasant to another player or judge. • A player repeatedly carries out an action that is perceived negatively by their opponent, even after being requested to stop. 2. Threatening, Aggressive or Discriminating Actions An infraction in which player(s) engage in anti-social behavior which threatens or demeans another person in attendance to the event. This can include, but is not limited to, making threats or physical violence against another person, or discriminating against a person based on their sex, age, sexual orientation, gender, socio-economic status, intellectual ability, or disability. Penalty: Disqualification Resolution: Issue a Disqualification to the player(s) responsible, and ask that they immediately leave the event. This may also be escalated to a Suspension upon further investigation by the Tournament Organizer and Bandai. 40 Examples: • A player makes insulting or derogatory remarks. • A player verbally threatens another person. • A player performs an act which is violent, or can be perceived as violent in nature which threatens the safety of others. • A player loses a game and kicks an opponent’s bag. • A player destroys tournament equipment deliberately. 3. Theft An infraction in which a player steals event equipment or the belongings of other players. A player should feel safe about their belongings when participating in an event, but this does not mean they are not responsible for their personal items. Players are expected to keep items they brought to the event or received during the event on their person at all times. Judges must provide whatever support they can to prevent such incidents. Penalty: Suspension Resolution: Issue an immediate Suspension to the player and remove them from the venue. Examples: • Stealing a player’s cards. • Stealing another person’s belongings. • Stealing equipment related to the running of the event. 4. Collusion, payoffs and bribery An infraction in which a player bribes or colludes with their opponent to get them to concede, draw, or otherwise compromise the integrity of match results and the tournament overall. These infractions also include receiving a bribe, or betting on match results with other players or spectators during an event. Penalty: Disqualification Resolution: Issue a Disqualification to the player(s) responsible. Examples: • Offering an opponent money, or something of value, to concede a match. • Receiving a card from a player to intentionally draw a match. • Offering to split prizing with a player in return for a favorable result. • spectators betting on the outcome of a match. 41 5. Cheating An infraction in which a player: knowingly contravenes the rules of the Game or tournament policies; makes mistakes intentionally for attempted persona gain; or knowingly cheats. These acts can appear to be unintentional, and must be thoroughly investigated by Judges to ensure whether the actions were deliberate or not. Penalty: Disqualification / Suspension Resolution: Issue a Disqualification to the player/s found to be meeting the definition of this infraction. Upon further investigation by the Tournament Organizer or Bandai, this infraction may be upgraded to a Suspension. Examples: • Realizing you accidentally included cards in your deck that are in violation of the rules of the Game, but you continue on playing without informing a Judge. • Lying about an in-game situation to gain a favorable outcome from a Judge. • Intentionally ignoring an opponent’s mistake until the moment it would benefit you most, then reporting it to the judge. • Intentionally performing an action which allows you to gain, or potentially gain, advantage over an opponent. 6. Illegal or Prohibited Items An infraction in which a player or attendee brings item(s) to an event which are prohibited or illegal based on local, state, or federal laws. In addition, any weapons, illegal drugs, and unlawful items are expressly forbidden and anyone bringing such items to an event will be subject to higher sanctions. Penalty: Disqualification / Suspension Resolution: Issue a Disqualification to the player(s) found in possession of these items and remove them from the venue. If the items are illegal drugs, or weapons, the offending person shall be issued with a Suspension as determined by Bandai. Examples: • A player brings a weapon in their bag. 7. Players under the influence of drugs or alcohol An infraction in which a player is determined to be under the influence of drugs, alcohol, or other substances. This is deemed to be anti-social behavior and against the spirit of the Game. Penalty: Disqualification / Suspension 42 Resolution: Issue a Disqualification to the player(s) who a Judge has determined to be under the influence of drugs, alcohol, or other substances. This may also be escalated to a Suspension if the behavior associated is disturbing or threatening to other players or staff in attendance. Examples: • A player is visibly drunk or smells of alcohol. • A player appears to be under the effects of illegal drugs. 8.0 Online Event Supplement This policy document is intended to provide guidance to Tournament Organizers, Stores and players and help facilitate competitive events online. 8.1 Online Software Bandai recommend the usage of these tools to facilitate online events: • Discord – to enable physical card play with webcams and communication with players and event officials • Bandai TCG+ – to enable card text to be reviewed during online play • Screen Recording Software – to assist judges in calls and solve other contentious issues 8.2 Tournament Guidelines The Tournament Rules Manual should be observed for all online events. Given the online nature of events, and additional technical and communication challenges that may be experienced by players, we recommend extending standard match times to allow for additional time. Best-of-one Game Match Number of game wins necessary: 1 Match Time: 35 minutes Extra Time: 5 minutes (for extra turns, etc) When a card instructs a player to look at card in an opponent’s private area, that card is instead revealed to both players. 8.3 Deck Registration The Tournament Organizer must collect an electronic deck list. Players may also be required to submit a photo of their physical deck to the Tournament Organizer, together with a name and date stamp. During the event, Judges must complete random deck checks to ensure the physical deck being utilized matches the one registered. 8.4 Player Setup Players must compete using a webcam and their real physical cards via the published Discord server. 43 Technical Requirements • Webcam (1080p recommended; 720p minimum) • Computer • Microphone • Dedicated Playing Space (if using a playmat, please use one with darker colors to enable cards to be more easily seen by your opponent). Set Up 1. Set up your dedicated playing space where your cards will be displayed for your opponent. 2. Adjust your webcam’s position so your playing space is shown in full. You must capture the entire game area, including your Hand, Deck, Resource deck, Trash, Unit, and Shield areas. Note: your face does not need to be captured on the webcam stream! 3. When pairings are posted, join the voice channel that correlates to your assigned table. 4. When you join the voice chat and meet your opponent, there is an option in Discord to begin video chat. Press it, and your webcam will be enabled so your opponent can see your video feed. 5. You must have your microphone enabled so both players can easily communicate with each other and with any judges that enter the table channel. 6. All relevant cards must be kept on the video feed at all times. This includes your hand. 7. Make sure to keep your hand over the table so that cards do not fall to the flop. 8. All shuffling must take place on camera, otherwise your deck will not be considered randomized. When your opponent would normally cut your deck, you must ask how they would like it to be cut. 8.5 Setup Examples Examples of poor setups This setup does not include the shields and base clearly. Pilots are also hidden under the units. 44 This setup shows the hand in frame, but it is being held in a way that shows private information to the player’s opponent. Players should take care to make sure the angle they are holding their hand at does not give away secret information. This setup’s shield area layout is incorrect. It is set up in a way to obscure the number of shield cards and has no clear top/bottom card and no specific order. The hand is obscured from view of the camera. 45 Examples of correct setups The layout matches the approved layout in the official rule manual. The hand is in picture but secret to the opponent. This is another example of a correct layout. This setup utilizes dice to keep track of hand and shield count. This is not required, but suggested for online play. 46 --- Local source: submodules/gundam/.agents/skills/gundam-tcg-rules/references/tournament-policy/tournament-rules.md Publisher document: [Bandai](https://www.gundam-gcg.com/en/pdf/tournament-rules_en.pdf?260917) (local copy: updated 2025-11-19) Last Edited November 19, 2025 TGC Gundam Card Game Sanctioned Tournament Floor Rules Ver. 1.1.0 This document provides a set of rules for conducting official and sanctioned tournaments for the trading card game (TCG) Gundam Card Game. There are two recognized Gundam Card Game event types: official tournaments and sanctioned tournaments. Any tournament organized by Bandai Corporation is an official tournament. Any tournament organized with the approval of Bandai Corporation is a sanctioned tournament. The rules provided within this document are applicable to sanctioned tournament events. If tournament regulations for a particular event conflict with the rules provided within this document, those tournament regulations will take precedence. Introduction These Gundam Card Game sanctioned tournament floor rules have been established to ensure that all persons participating in Gundam Card Game events are able to enjoy the battle in a relaxing environment. Ideally, all participants will strive to play by the rules and contribute to a successful event, so that everyone can have fun playing Gundam Card Game regardless of whether they win or lose. Contents Section 1: For Event Participants 1 Section 2: For Players Section 3: For Spectators Section 4: Judges Section 5: Cards Section 6: Sleeves Section 7: Tokens Section 8: Event Progression Section 9: End of Matches and Results Section 10: Withdrawing from a Tournament Section 11: Manipulation of Match Results Via Foul Play Section 12: Penalties 2 Section 1: For Event Participants Participants in Gundam Card Game events are expected to respect one another and show consideration for others at all times. Cheating and other improper conduct will not be tolerated. Section 2: For Players Players are expected to abide by the established rules and exercise good manners while playing fairly. Games will be more enjoyable for everyone if players remember to show one another a little consideration. Please be mindful of the following list of manners for gameplay. ⚫ Greet your opponent before each match and offer them a courteous remark afterwards. ⚫ Clearly announce all timed events and effects performed during the match. Opponents should respond in confirmation. ⚫ During the match, place cards and other possessions so that your opponent, judges, and staff members are easily able to determine where they belong. ⚫ Remember to handle your opponent's cards with care and obtain permission first when you need to confirm details on your opponent's cards (including cards they reveal and cards on their field or in their trash). Unless a card specifies otherwise, you cannot view cards in your opponent's hand or deck. ⚫ Conduct that your opponent might find disturbing is not permitted. (e.g., talking loudly, insulting remarks, intentionally slow play, excessive manipulation or shuffling of your hand, etc.) ⚫ If you must leave your seat during a match, first obtain permission from your opponent, as well as a judge or staff member. ⚫ If a question or ambiguous situation arises during a match, seek clarification from a judge or staff member. ⚫ If a question regarding a rule arises during a match, any player can ask for a judge or staff member for clarification. After doing so, all players must conform to the decision made by that judge or staff member. ⚫ During a match, only place relevant materials (your deck, resource deck, token cards, Gundam Assembles, playmat, and support materials) on the table, and do not handle any unrelated materials if at all possible. Note: You may use the following items for the purpose of recording damage, AP, and the like. - Game dice with 20 or fewer sides - Damage counter sheets 3 ⚫ During matches, revoking actions that conform to the rules is generally not permitted. When an opponent attempts to revise an action without consent, ask for a judge or staff member to deal with the situation. ⚫ Players should pay attention to their bags and other possessions in an effort to prevent accidents and theft. Section 3: For Spectators When observing a tournament, watch from a designated area in a well-mannered fashion to ensure that individual matches and the tournament as a whole are not interrupted. Offering advice, commenting on a game in progress, or otherwise interfering with a match will not be tolerated. Failure to comply with these considerations may result in expulsion from the venue at a judge or staff member's discretion. Section 4: Judges Judges will enforce the established rules in cooperation with event participants and staff members to help ensure a smooth and impartial tournament outcome. Judges are expected to set an example for players by keeping their interactions with them well-mannered. When confirming player reports concerning game rule violations, judges will listen to both players before determining how to correct the situation so that gameplay can proceed. In some cases when a rule violation has occurred and it is discovered after gameplay has progressed beyond it, gameplay may continue unchanged. Additionally, when judges observe a rule violation, including instances of cheating, suspected foul play, or irrational activity, they may intervene, explain the violation, and take corrective action. Section 5: Cards Players will use only cards that are permitted by the tournament regulations for the tournament they are participating in. The use of counterfeit cards (including copied or handmade proxy cards) is not permitted in any type of tournament. (With token cards being an exception.) Use of a card may be disallowed at a judge's discretion if dents, stains, marks, warping, or other defects on that card's front, back, or sides allow it to be distinguished from the other cards in the same deck. Such cards can be used as long as the card is no longer distinguishable 4 when sleeves are used. Some tournaments (Newtype Challenges, Championship events) do not allow the use of cards with new card numbers that have been available for purchase and/or in circulation for less than seven days. (Resource cards and cards that do not belong in decks, as well as new cards with card numbers matching older cards that have been available for purchase or been in circulation for seven days or more may be used, even if seven days have not passed since the new cards became available.) ■ Gundam Assemble As a rule, Gundam Assemble (miniature-sized Gunpla) may be placed on top of token cards that are appropriate for use in official tournaments and sanctioned tournaments, but using Gundam Assemble without token cards is not permitted. However, please be aware that regulations for individual shops or tournaments may disallow their use. ■ Resource Cards and Token Cards All Resource cards and token cards available for purchase and/or in circulation may be used, as well as Resource cards and token cards in all languages. Section 6: Sleeves ・The cards in decks must be covered with opaque-backed sleeves. ・All of the cards in a deck must be inserted into matching opaque-backed sleeves, one card per sleeve, with the same card orientation. A single card may have up to two sleeves covering it. In that case, cover all the cards with the same number of sleeves, and insert all the cards and their sleeves in the same order and orientation. If two sleeves are used, at least one of them must have an opaque back. (Decks using only transparent sleeves are subject to penalization, even if the transparency is faint.) ・You may choose any of the following for your resource deck and tokens (including EX Base and EX Resources): 1. Cover them with opaque-backed sleeves. 2. Cover them with transparent sleeves. 3. Leave them uncovered. ・If you cover your resource deck or tokens (including EX Base and EX Resources) with opaque-backed sleeves, different sleeves must be used on your deck, resource deck, and tokens respectively. ・If you cover your tokens with opaque-backed sleeves, your Unit tokens, EX Base, and EX Resources must all be covered with matching opaque-backed sleeves. ・You are permitted to use a plastic top loader on your EX Base. Make sure any sleeves on 5 it match those on your other tokens before inserting it into the top loader. (If you use a top loader, only insert the EX Base and any sleeves covering it. Do not insert any other cards or objects, such as stickers.) ・Any decks, resource decks, or tokens covered with three or more sleeves are subject to penalization. ・Use of unofficial opaque-backed sleeves, including sleeves with patterns, is also permitted. (Any sleeve that is liable to affect tournament impartiality, violates copyrights, is indecent or immoral, or that otherwise deviates from the tournament's rules or socially acceptable standards of behavior may be subject to penalization at a judge or staff member's discretion.) (Note that some tournament organizers require that specific card sleeves be used during their tournaments.) ・Use of a sleeve may subject you to penalization at a judge or staff member's discretion if it enables identification of a specific card within or significantly restricts the ability to identify the card's contents. ・During tournaments, if a judge or staff member determines that their current sleeves are unusable (e.g., because they significantly restrict card visibility or they hide portions of the text), players must switch their card sleeves to something more appropriate. Since they will be subject to penalization if they cannot, bringing replacement sleeves is recommended. Section 7: Tokens If you will be using tokens, you may use any of the following options. • Any card matching the dimensions of cards officially made available for purchase and/or circulation that can show an indicative orientation (active or rested). You may prepare as many token cards as you like for use, but you must have the necessary token cards at hand if your deck contains cards with effects that use tokens. If you run out of token cards during a game, any card-like object that is able to indicate active and rested may be used provided both players agree to it. It is not necessary to declare in advance what effects your token cards will be used for. Section 8: Event Progression I. Shuffling When shuffling a deck, the order of the cards in that deck is randomly mixed up sufficiently enough that neither player can determine the order. Decks must be thoroughly shuffled at the start of each game. Players will be severely penalized if they are caught manipulating their 6 decks inappropriately while shuffling. (Penalties are described in detail in Section 12.) ■ Shuffling your Deck Either shuffle your deck or cut it (by placing it on the table and dividing it into smaller stacks then recombining them) until you are content that the deck's order has been sufficiently randomized. This action must be performed in view of your opponent and completed within an appropriate amount of time, and you must take care not to damage any of the cards or view their contents. After shuffling, allow your opponent to cut or shuffle your deck to confirm it is ready. This confirmation step should require a minimal amount of time. After your opponent has finished cutting or shuffling your deck, you cannot cut or shuffle it again. Shuffling by your opponent is not necessary provided that both players agree to skip it. ■ Cutting Your Deck for Your Opponent When cutting your own deck in place of your opponent after shuffling, confirm the procedure you will use with your opponent. As with a normal confirmation cut, this step should require a minimal amount of time. The following is an example procedure when cutting for your opponent: 1. The player who shuffled divides their deck into three stacks with roughly the same number of cards in each stack. 2. Their opponent chooses what order the stacks are recombined in. 3. The player places one stack on top of another in the order instructed by their opponent. 7 ■ Judge Shuffling A judge is permitted to shuffle a player's deck when they are dealing with a game rule violation. After they finish shuffling, the player cannot cut or shuffle it again. II. Time Limits When the scheduled ending time for an event arrives and a winner has not yet been determined, both players lose. During certain events (official tournament final rounds and tournament battles), if a game fails to end within the established time limit, players may be granted additional turns depending on whether the current turn belongs to Player One or Player Two, as shown below. ・If time runs out during Player One's turn Add three turns after the current turn ・If time runs out during Player Two's turn Add two turns after the current turn If the game fails to end during the additional turns listed above, the steps below should be followed to determine an outcome. 1. The player with the most cards in their shield area (combined total of Base and Shields) is the winner. (If cards are equal, go to step 2.) 2. The player with the most cards remaining in their deck is the winner. (If decks are equal, go to step 3.) 3. Both players lose. III. Effects That Look at Decks When a player looks at a deck for a card's effect, that player can be subject to a penalty if they use an excessive amount of time. Section 9: End of Matches and Results Match endings and results are determined in accordance with the regulations established for the tournament. The result of a match cannot be overturned after it has been entered into a result reporting form or confirmed by a judge. Section 10: Withdrawing from a Tournament As a rule, a player wanting to withdraw from a tournament in progress must inform a judge 8 or staff member and receive permission. A player who withdraws after opponents have been announced but before games have started is considered to have first forfeited their match before withdrawing. If a player withdraws, they cannot receive consolation prizes or other commemorative merchandise. Section 11: Manipulation of Match Results Via Foul Play Regardless of the tournament type, a player is not allowed to determine a game's outcome by discussing it with their opponent or otherwise falsify the results of a match. Players will be severely penalized if they unfairly manipulate the outcome of a match. (Penalties are described in detail in Section 12.) Section 12: Penalties A judge or staff member may impose a penalty by their own authority if a player fails to conform to what is written in the regulations for the tournament being played as well as this Gundam Card Game Sanctioned Tournament Floor Rules document and the rules manual. Penalty severity will be decided by the judge or staff member, and it will be based on the circumstances and severity of the rule violation, along with the level of the event or tournament being played. Additional rule violations after a penalty has been imposed may result in severer penalties. Penalty Types and Their Application Examples accompanying the following penalties ① through ④ are provided simply to illustrate how they might be applied. Lighter (or heavier) penalties for the same violation may be imposed at a judge or staff member's discretion. ① Caution This penalty remains on a player's record for the duration of the event. It is imposed when a game rule violation has been committed and the violation is severe enough that the game cannot be completely returned to its original state despite the judge's best efforts to correct it. Repeated cautions may result in the player receiving a warning. ② Warning This penalty remains on a player's record for the duration of the event. It is imposed for violations that are not severe enough to warrant a forfeit or a disqualification. Repeated 9 warnings may result in the player receiving a forfeit or a disqualification. ③ Forfeit Imposed in response to cases where the violation was malicious or in situations where the nature of the violation prevents the game from continuing. The game immediately ends when a forfeit penalty is imposed. Only the tournament organizer or a judge given permission by the organizer may impose a forfeit penalty. ④ Disqualification Imposed in response to cases where the violation is exceptionally malicious, actions are taken that have a negative impact on the entire event, or extremely poor sportsmanship is exhibited. When a player receives a disqualification penalty, they lose any match currently in progress and are restricted from taking part in any further matches. They will be ineligible to receive prizes for their performance prior to the disqualification. It is also possible for a spectator to receive a disqualification penalty, in which case they are expelled from the venue. Note: During official tournaments, disqualification from future events is an additional penalty that may be applied. 10 ## Cards 1060 cards. Line format: Name [id] | type | stats | rules text Gundam Astray Red Frame Custom (EX) [EB01-001] | unit | set EB01, blue, lv 6, cost 5, AP 5, HP 4, g generation | 【Activate・Main】【Once per Turn】Exile 2 Command cards from your trash from the game:Choose 1 damaged enemy Unit that is Lv.7 or lower. Rest it. It won't be set as active during the start phase of your opponent's next turn. Hi-Nu Gundam (EX) [EB01-002] | unit | set EB01, blue, lv 8, cost 7, AP 6, HP 5, g generation | 【Deploy】If another friendly (G Generation) Unit is in play, choose 1 Unit belonging to each enemy player. Rest them. 【During Link】【Attack】【Once per Turn】If 3 or more other rested Units are in play, set this Unit as active. Narrative Gundam A-Packs (EX) [EB01-003] | unit | set EB01, blue, lv 5, cost 4, AP 4, HP 4, g generation | (At the end of your turn, this Unit recovers the specified number of HP.) At the end of your turn, if this Unit is rested, rest all Units. If this effect rested 3 or more Units, draw 1. Gundam Barbatos Lupus Rex (EX) [EB01-004] | unit | set EB01, blue, lv 6, cost 5, AP 3, HP 5, g generation | (At the end of your turn, this Unit recovers the specified number of HP.) 【Once per Turn】During your turn, when this Unit recovers HP, choose 1 rested enemy Unit. Deal 1 damage to it. Zeta Gundam Ⅲ P2 Type [EB01-005] | unit | set EB01, blue, lv 7, cost 6, AP 6, HP 4, g generation | 【Deploy】Choose 1 rested Unit belonging to another player. Set it as active. Draw 1. Gundam Astray Gold Frame Amatsu [EB01-006] | unit | set EB01, blue, lv 4, cost 3, AP 4, HP 3, g generation | 【Deploy】Choose 1 of your Units. It gains during this turn. (At the end of your turn, this Unit recovers the specified number of HP.) Gundam TR-1 "Hazel-Rah" [EB01-007] | unit | set EB01, blue, lv 5, cost 3, AP 5, HP 4, g generation | - Gundam Delta Kai [EB01-008] | unit | set EB01, blue, lv 5, cost 4, AP 4, HP 4, g generation | 【Deploy・Development 1】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 friendly Unit. It recovers 2 HP. Gundam Full Armor (Thunderbolt) (EX) [EB01-009] | unit | set EB01, blue, lv 5, cost 4, AP 4, HP 4, g generation | 【Deploy】All enemy players each choose 1 of their active Units. Rest them. Gundam Barbatos 6th Form [EB01-010] | unit | set EB01, blue, lv 5, cost 4, AP 5, HP 2, g generation | 【Deploy・Development 3】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 rested enemy Unit. Deal 2 damage to it. Beginning Gundam [EB01-011] | unit | set EB01, blue, lv 1, cost 1, AP 1, HP 1, g generation | (Rest this Unit to change the attack target to it.) Dom Bein Nichts [EB01-012] | unit | set EB01, blue, lv 2, cost 2, AP 2, HP 2, g generation | - Red Gundam(0085) [EB01-013] | unit | set EB01, blue, lv 2, cost 2, AP 0, HP 4, g generation | 【Attack】If an enemy player has 6 or more cards in their hand, this Unit gets AP+2 during this turn. Gouf Vijayanta [EB01-014] | unit | set EB01, blue, lv 3, cost 2, AP 3, HP 3, g generation | During your opponent's turn, this Unit can't receive effect damage from enemy Units that are Lv.5 or lower. Prototype Asshimar TR-3 "Kehaar" [EB01-015] | unit | set EB01, blue, lv 3, cost 2, AP 1, HP 4, g generation | 【Destroyed】If there are 2 or more other rested Units in play, choose 1 rested enemy Unit. Deal 1 damage to it. Tornado Gundam [EB01-016] | unit | set EB01, blue, lv 3, cost 2, AP 3, HP 3, g generation | - Haro [EB01-017] | unit | set EB01, blue, lv 3, cost 3, AP 3, HP 3, g generation | 【Destroyed】If this Unit is destroyed with battle damage, you and the player who destroyed this Unit draw 1. Gundam Astray Blue Frame Second L [EB01-018] | unit | set EB01, blue, lv 4, cost 2, AP 3, HP 3, g generation | 【Attack】Choose 1 friendly Unit. It recovers 1 HP. Gundam Pixy [EB01-019] | unit | set EB01, blue, lv 4, cost 3, AP 2, HP 4, g generation | 【Attack】If there are 2 or more other rested Units in play, this Unit gains during this battle. (This Unit can't be blocked.) Gundam Mk-Ⅲ [EB01-020] | unit | set EB01, blue, lv 4, cost 3, AP 3, HP 2, g generation | 【During Link】【Activate・Action】【Once per Turn】Choose 1 Unit. It recovers 1 HP. Build Strike Gundam (Full Package) (EX) [EB01-021] | unit | set EB01, green, lv 5, cost 4, AP 4, HP 4, g generation | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【When Paired・(G Generation) Pilot】If there are 2 or more (G Generation) Unit cards in your trash, place 1 rested Resource. Gundam Exia (EX) [EB01-022] | unit | set EB01, green, lv 8, cost 7, AP 6, HP 5, g generation | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【During Pair・(G Generation) Pilot】At the end of your turn, you may destroy this Unit. If you do, deploy 3 [Gundam Exia]((G Generation)・AP2・HP2) Unit tokens. Le Cygne (EX) [EB01-023] | unit | set EB01, green, lv 4, cost 3, AP 3, HP 3, g generation | 【Attack】All players each look at the top card of their deck. If it is a card that is Lv.5 or higher, they may reveal it and add it to their hand. They return any remaining card to the top or bottom of their deck. GQuuuuuuX (Omega Psycommu) [EB01-024] | unit | set EB01, green, lv 5, cost 4, AP 4, HP 4, g generation | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Attack】Choose 1 enemy Unit with that is Lv.5 or lower. Deal 2 damage to it. Tallgeese Ⅱ [EB01-025] | unit | set EB01, green, lv 6, cost 5, AP 5, HP 4, g generation | 【Deploy・Development 2】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■All players place 1 EX Resource. 【During Pair】While your opponent has an EX Resource, this Unit can't receive battle damage from enemy Units that are Lv.5 or lower. Gundam Astaroth Origin [EB01-026] | unit | set EB01, green, lv 4, cost 2, AP 4, HP 3, g generation | - Tallgeese [EB01-027] | unit | set EB01, green, lv 4, cost 3, AP 4, HP 3, g generation | 【Deploy・Development 2】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 friendly (G Generation) Unit. It gains during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Gundam Plutone [EB01-028] | unit | set EB01, green, lv 4, cost 3, AP 3, HP 3, g generation | 【Once per Turn】When another Unit attacks an enemy Unit, if this Unit is rested, the attacking Unit gains during this battle. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Gundam Astaroth Rinascimento (EX) [EB01-029] | unit | set EB01, green, lv 4, cost 4, AP 4, HP 4, g generation | 【Deploy】If 5 or more enemy Units are in play, deal 2 damage to all Units with that are Lv.4 or lower. Big-Rang [EB01-030] | unit | set EB01, green, lv 5, cost 4, AP 5, HP 3, g generation | 【Deploy】Look at the top 3 cards of your deck. You may reveal 1 (G Generation) Unit card that is Lv.3 among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Oggo [EB01-031] | unit | set EB01, green, lv 3, cost 1, AP 1, HP 2, g generation | This Unit may choose an active enemy Unit that is Lv.3 or lower as its attack target. Gundam Ez8 High Mobility Custom [EB01-032] | unit | set EB01, green, lv 3, cost 2, AP 4, HP 3, g generation | - Taurus (Sanc Kingdom) [EB01-033] | unit | set EB01, green, lv 3, cost 2, AP 2, HP 3, g generation | 【Activate・Action】【Once per Turn】①:Choose 1 other Unit that is being attacked. It gets AP+1 during this battle. Gundam Lfrith Ur [EB01-034] | unit | set EB01, green, lv 3, cost 2, AP 2, HP 2, g generation | 【When Linked】Look at the top 3 cards of your deck. You may reveal 1 (G Generation) Unit card that is Lv.3 among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Gundam Lfrith Thorn [EB01-035] | unit | set EB01, green, lv 3, cost 2, AP 3, HP 3, g generation | When another friendly (G Generation) Unit that is Lv.3 is deployed, this Unit gains during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Darilbalde [EB01-036] | unit | set EB01, green, lv 3, cost 3, AP 4, HP 3, g generation | During your turn, all other (G Generation) Units that are Lv.3 get AP+1. Zudah Unit 1 [EB01-037] | unit | set EB01, green, lv 4, cost 3, AP 4, HP 1, g generation | During your turn, while this Unit is battling an enemy Unit with , this Unit can't receive battle damage. G-Self [EB01-038] | unit | set EB01, green, lv 4, cost 3, AP 3, HP 2, g generation | 【Deploy】Place 1 EX Resource. Rising Freedom Gundam [EB01-039] | unit | set EB01, green, lv 6, cost 5, AP 4, HP 4, g generation | When playing this card from your hand, if 3 or more enemy Units are in play, play it as if it has 3 Lv. and cost. Gundam Epyon [EB01-040] | unit | set EB01, green, lv 8, cost 7, AP 6, HP 6, g generation | 【Deploy】If there are 2 or more enemy players, choose 1 to 3 friendly Units. They gain during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Strike Freedom Gundam (EX) [EB01-041] | unit | set EB01, white, lv 7, cost 6, AP 5, HP 5, g generation | (This Unit can't be blocked.) 【Deploy】Choose 1 Unit with 4 or less HP belonging to each enemy player. Return them to their owners' hands. Psycho Haro (EX) [EB01-042] | unit | set EB01, white, lv 8, cost 7, AP 6, HP 6, g generation | While this Unit is rested, all Units gain . (Rest this Unit to change the attack target to it.) 【Attack】Units that are Lv.7 or lower can't activate during this battle. Blue Destiny Unit-1 (EX) [EB01-043] | unit | set EB01, white, lv 5, cost 3, AP 5, HP 3, g generation | 【Attack】If a friendly Unit with is in play, choose 1 enemy Unit that is Lv.5 or lower. It gets AP-2 during this battle. Justice Gundam (EX) [EB01-044] | unit | set EB01, white, lv 6, cost 5, AP 5, HP 4, g generation | (Rest this Unit to change the attack target to it.) 【Deploy】If there are 2 or more enemy players, choose 1 Unit belonging to an enemy player with the most Units. Return it to its owner's hand. Psycho Zaku (EX) [EB01-045] | unit | set EB01, white, lv 7, cost 5, AP 4, HP 6, g generation | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【When Paired】Choose 1 enemy Unit with . Return it to its owner's hand. Striker Custom (EX) [EB01-046] | unit | set EB01, white, lv 3, cost 2, AP 3, HP 3, g generation | 【During Pair】【Attack】Choose 1 enemy Unit that is Lv.4 or higher. It gets AP-2 during this battle. Casval's Gundam [EB01-047] | unit | set EB01, white, lv 4, cost 3, AP 3, HP 4, g generation | 【When Paired・Development 1】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■This Unit gains during this turn. (This Unit can't be blocked.) S Gundam [EB01-048] | unit | set EB01, white, lv 4, cost 3, AP 4, HP 3, g generation | (Rest this Unit to change the attack target to it.) Pale Rider (Ground Heavy Equipment Type) [EB01-049] | unit | set EB01, white, lv 6, cost 4, AP 5, HP 4, g generation | While a friendly (G Generation) Unit with is in play, this Unit gains . (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) Saikoro Gundam [EB01-050] | unit | set EB01, white, lv 6, cost 6, AP 5, HP 6, g generation | 【Attack】Place the top card of your deck into your trash. If you placed a card that is Lv.3 or higher with this effect, choose 1 enemy Unit. It gets AP-2 during this battle. Ze'Gok [EB01-051] | unit | set EB01, white, lv 1, cost 1, AP 1, HP 2, g generation | - Hildolfr [EB01-052] | unit | set EB01, white, lv 2, cost 2, AP 0, HP 2, g generation | 【Deploy】If 3 or more enemy Units are in play, choose 1 enemy Unit with 2 or less HP. Return it to its owner's hand. Gundam GP00 [EB01-053] | unit | set EB01, white, lv 2, cost 2, AP 3, HP 2, g generation | - Gaplant TR-5 "Hrairoo" Unit 1 [EB01-054] | unit | set EB01, white, lv 3, cost 2, AP 3, HP 3, g generation | (Rest this Unit to change the attack target to it.) Dom Gross Beil [EB01-055] | unit | set EB01, white, lv 3, cost 2, AP 2, HP 3, g generation | If there are 2 or more enemy players and this Unit is rested, friendly Shields can't receive battle damage from enemy Units. Gundam Geminass 01 [EB01-056] | unit | set EB01, white, lv 3, cost 2, AP 4, HP 3, g generation | - Gundam Geminass 02 [EB01-057] | unit | set EB01, white, lv 4, cost 2, AP 3, HP 3, g generation | 【Deploy】You may choose 1 active friendly Unit that is Lv.3. Rest it. If you do, choose 1 enemy Unit that is Lv.2 or lower. Return it to its owner's hand. Extreme Gundam [EB01-058] | unit | set EB01, white, lv 4, cost 2, AP 3, HP 4, g generation | If there are 2 or more enemy players, this Unit gains . (Rest this Unit to change the attack target to it.) Psycho Zaku [EB01-059] | unit | set EB01, white, lv 5, cost 3, AP 4, HP 4, g generation | 【During Link】【Attack】【Once per Turn】All players each choose 1 of their Resources. Set them as active. Gundam Aquarius [EB01-060] | unit | set EB01, white, lv 5, cost 4, AP 4, HP 4, g generation | 【When Paired・Development 3】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 enemy Unit that is Lv.4 or lower. Return it to its owner's hand. Ellis Claude [EB01-061] | pilot | set EB01, blue, lv 3, cost 1, g generation/support | 【Burst】Add this card to your hand. 【When Paired】If a friendly (G Generation) Unit is in play, choose 1 enemy Unit that is Lv.3 or lower. Rest it. Jona Basta [EB01-062] | pilot | set EB01, blue, lv 4, cost 1, g generation/durability | 【Burst】Add this card to your hand. 【Attack】【Once per Turn】Choose 1 enemy player. They may draw 1. If they draw with this effect, draw 1. Io Fleming [EB01-063] | pilot | set EB01, blue, lv 4, cost 1, g generation/durability | 【Burst】Add this card to your hand. If there are 2 or more other rested Units in play, this Unit gains . (At the end of your turn, this Unit recovers the specified number of HP.) Rondo Gina Sahaku [EB01-064] | pilot | set EB01, blue, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. While this Unit has , it gains . (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Meir Siva [EB01-065] | pilot | set EB01, green, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. 【When Linked】Choose 1 friendly (G Generation) Unit. It gains during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Reiji [EB01-066] | pilot | set EB01, green, lv 4, cost 1, g generation/support | 【Burst】Add this card to your hand. 【When Paired】Choose 1 friendly (G Generation) Unit. During this turn, it may choose an active enemy Unit with as its attack target. Asuna Elmarit [EB01-067] | pilot | set EB01, green, lv 4, cost 1, g generation/support | 【Burst】Add this card to your hand. 【When Paired】Look at the top 3 cards of your deck. You may reveal 1 (G Generation) Unit card among them and return it to the top of your deck. Return the remaining cards randomly to the bottom of your deck. Chall Acustica [EB01-068] | pilot | set EB01, green, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. 【During Link】【Destroyed】You may return the card paired with this Unit to the top of its owner's deck. Beside Pain [EB01-069] | pilot | set EB01, white, lv 3, cost 1, g generation/durability | 【Burst】Add this card to your hand. 【Attack】Choose 1 friendly Unit with . It gets AP+2 during this turn. Daryl Lorenz [EB01-070] | pilot | set EB01, white, lv 4, cost 1, g generation/support | 【Burst】Add this card to your hand. 【During Link】【Activate・Action】【Once per Turn】①:If it is your opponent's turn, choose 1 Unit. It gets AP+1 during this battle. Ittou Tsurugi [EB01-071] | pilot | set EB01, white, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. 【During Link】This Unit gets AP+1. Yuu Kajima [EB01-072] | pilot | set EB01, white, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. 【When Paired】Choose 1 active friendly Unit with and 1 enemy Unit that is Lv.4 or lower. Rest them. Character Requests [EB01-073] | command | set EB01, blue, lv 6, cost 2 | 【Burst】Draw 1. 【Main】If there are 6 or more rested Units in play, draw 2. Eternal Road [EB01-074] | command | set EB01, blue, lv 3, cost 1 | 【Burst】Choose 1 enemy Unit with 3 or less HP. Rest it. 【Main】/【Action】Choose 1 active friendly (G Generation) Unit. Rest it. If you do, all enemy players each choose 1 of their active Units. Rest them. Fierce Enemy Assault [EB01-075] | command | set EB01, blue, lv 3, cost 1 | 【Main】/【Action】Choose 1 to 2 enemy Units with 2 or less HP. Rest them. Gerbera Straight [EB01-076] | command | set EB01, blue, lv 4, cost 1, g generation/durability | 【Main】/【Action】Choose 1 friendly (G Generation) Unit. It recovers 3 HP. 【Pilot】[Lowe Guele] Master League Begins [EB01-077] | command | set EB01, green, lv 3, cost 1 | 【Burst】Add this card to your hand. 【Action】Choose 1 rested friendly (G Generation) Unit. Change a battling enemy Unit's attack target to it. Premium Unit Assembly [EB01-078] | command | set EB01, green, lv 1, cost 1 | 【Main】All players each look at the top card of their deck. If it is a Unit card, they may reveal it and add it to their hand. They return any remaining card to the top or bottom of their deck. Modification [EB01-079] | command | set EB01, green, lv 3, cost 1 | 【Main】Choose 1 friendly (G Generation) Unit. It can't receive battle damage from enemy Units that are Lv.3 or lower during this turn. Sturm Faust [EB01-080] | command | set EB01, green, lv 4, cost 1, g generation/support | 【Main】/【Action】Choose 1 (G Generation) Unit. During this turn, it may choose an active enemy Unit as its attack target. 【Pilot】[Jean Luc Duvall] MAP Weapon [EB01-081] | command | set EB01, white, lv 4, cost 2 | 【Burst】Add this card to your hand. 【Main】/【Action】Choose 1 to 2 enemy Units with 2 or less HP. Return them to their owners' hands. Warship Cruise [EB01-082] | command | set EB01, white, lv 3, cost 1 | 【Burst】Activate this card's 【Action】. 【Action】Choose 1 Unit that is Lv.3 or lower belonging to each enemy player. Return them to their owners' hands. SP Conversion Chips [EB01-083] | command | set EB01, white, lv 3, cost 1 | 【Action】If it is your opponent's turn, choose 1 Unit. It gets AP+3 during this turn. 30cm Cannon (APFSDS Round) [EB01-084] | command | set EB01, white, lv 4, cost 1, g generation/attack | 【Main】/【Action】Choose 1 Unit with . Set it as active. It can't attack during this turn. 【Pilot】[Demeziere Sonnen] Kudelia Aina Bernstein & Isaribi [EB01-085] | base | set EB01, blue, lv 5, cost 1, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, you may choose 1 active friendly blue (G Generation) Unit and 1 enemy Unit. Rest them. Kycilia Zabi & Gwazine [EB01-086] | base | set EB01, blue, lv 4, cost 2, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】When a friendly (G Generation) Unit links, it gains during this turn. (At the end of your turn, this Unit recovers the specified number of HP.) Marina Ismail & Ptolemaios 2 [EB01-087] | base | set EB01, green, lv 3, cost 2, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】During your turn, when a friendly green (G Generation) Unit destroys an enemy Unit with battle damage, choose 1 friendly Unit. It recovers 2 HP. Miorine Rembran & Academy Ship [EB01-088] | base | set EB01, green, lv 3, cost 1, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. All friendly (G Generation) Units that are Lv.3 get AP+1 during your opponent's turn. Lacus Clyne & Eternal [EB01-089] | base | set EB01, white, lv 3, cost 2, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, choose 1 rested friendly white (G Generation) Unit. Set it as active. It can't attack during this turn. Tiffa Adill & Freeden [EB01-090] | base | set EB01, white, lv 2, cost 2, HP 4, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, choose 1 Unit with 2 or less HP belonging to each enemy player. Return them to their owners' hands. EX Base [EXB-001] | base | set EXB, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXB-002] | base | set ST09, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXB-003] | base | set ST10, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-001] | base | set EXBP, lv 0, cost 0, HP 3 EX Base [EXBP-002] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-003] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-004] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-005] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-006] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-007] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-008] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-009] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-010] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-011] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-019] | base | set EXBP, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-025] | base | set SC01, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-026] | base | set SC01, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Base [EXBP-027] | base | set SC01, lv 0, cost 0, HP 3 | (At the start of the game, place 1 active EX Base as your shield area's base.) EX Resource [EXR-001] | resource | set EXR, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-002] | resource | set ST09, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-003] | resource | set ST10, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-004] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-005] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-006] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-007] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-008] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-009] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-010] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXR-011] | resource | set GD05, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-001] | resource | set EXRP, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-002] | resource | set EXRP, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-003] | resource | set EXRP, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-004] | resource | set PC01A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-005] | resource | set PC01A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-006] | resource | set PC01A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-007] | resource | set PC01A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-008] | resource | set PC01A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-009] | resource | set PC02A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-010] | resource | set PC02A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-011] | resource | set PC02A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-012] | resource | set PC02A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) EX Resource [EXRP-013] | resource | set PC02A, lv 0, cost 0 | (At the start of the game, the second-turn player places 1 active EX Resource into their resource area.) (Rest an EX Resource then exile it from the game when paying a cost.) Gundam [GD01-001] | unit | set GD01, blue, lv 4, cost 3, AP 3, HP 3, earth federation/white base team | All your (White Base Team) Units gain . (At the end of your turn, this Unit recovers the specified number of HP.) 【When Paired】If you have 2 or more other Units in play, draw 1. Unicorn Gundam (Destroy Mode) [GD01-002] | unit | set GD01, blue, lv 7, cost 6, AP 5, HP 4, civilian | When playing this card from your hand, you may destroy 1 of your Link Units with "Unicorn Mode" in its card name that is Lv.5. If you do, play this card as if it has 0 Lv. and cost. 【Attack】Choose 1 enemy Unit. Rest it. Unicorn Gundam 02 Banshee (Destroy Mode) [GD01-003] | unit | set GD01, blue, lv 6, cost 4, AP 5, HP 4, earth federation | 【During Link】【Attack】Choose 12 cards from your trash. Return them to their owner's deck and shuffle it. If you do, set this Unit as active. It gains during this turn. (While this Unit is attacking, it deals damage before the enemy Unit.) Guncannon [GD01-004] | unit | set BETA, blue, lv 3, cost 2, AP 2, HP 3, earth federation/white base team | <Repair 1> (At the end of your turn, this Unit recovers the specified number of HP.)
【When Paired】Choose 1 enemy Unit with 2 or less HP. Rest it.
Unicorn Gundam (Unicorn Mode) [GD01-005] | unit | set BETA, blue, lv 5, cost 4, AP 4, HP 3, civilian | 【During Pair】【Destroyed】If this is a Link Unit, return its paired Pilot to its owner's hand. Then, discard 1.
Delta Plus [GD01-006] | unit | set GD01, blue, lv 4, cost 3, AP 4, HP 3, earth federation | <Repair 1> (At the end of your turn, this Unit recovers the specified number of HP.)
【During Link】This Unit gets HP+1.
Noin's Aries [GD01-007] | unit | set GD01, blue, lv 3, cost 3, AP 2, HP 3, oz | 【Destroyed】If you have another (OZ) Unit in play, draw 1.
Guntank [GD01-008] | unit | set BETA, blue, lv 2, cost 1, AP 1, HP 2, earth federation/white base team | 【Deploy】Choose 1 rested enemy Unit. Deal 1 damage to it.
G-Fighter [GD01-009] | unit | set BETA, blue, lv 3, cost 2, AP 3, HP 2, earth federation/white base team | 【Deploy】Choose 1 of your (White Base Team) Units. It gains <High-Maneuver> during this turn.
(This Unit can't be blocked.)
Unicorn Gundam 02 Banshee (Unicorn Mode) [GD01-010] | unit | set GD01, blue, lv 4, cost 3, AP 4, HP 3, earth federation | 【When Paired】Choose 1 enemy Unit with 3 or less HP. Rest it.
Loto [GD01-011] | unit | set BETA, blue, lv 2, cost 2, AP 2, HP 2, earth federation | - Zechs' Leo [GD01-012] | unit | set GD01, blue, lv 3, cost 2, AP 3, HP 2, oz | 【When Paired】Choose 1 enemy Unit with 3 or less HP. Rest it.
Gundam [GD01-013] | unit | set BETA, blue, lv 4, cost 2, AP 3, HP 4, earth federation/white base team | - G-Sky Easy [GD01-014] | unit | set GD01, blue, lv 3, cost 2, AP 1, HP 3, earth federation/white base team | 【During Link】【Activate・Action】【Once per Turn】Choose 1 Unit. It recovers 1 HP.
Ball [GD01-015] | unit | set BETA, blue, lv 1, cost 1, AP 1, HP 1, earth federation | 【Attack】Choose 1 of your Units. It recovers 1 HP.
Jegan [GD01-016] | unit | set BETA, blue, lv 3, cost 2, AP 2, HP 3, earth federation | While you have 2 or more (Earth Federation) Units in play, this card in your hand gets cost -1.
Stark Jegan [GD01-017] | unit | set GD01, blue, lv 3, cost 3, AP 3, HP 3, earth federation | <Repair 1> (At the end of your turn, this Unit recovers the specified number of HP.)
ReZEL [GD01-018] | unit | set BETA, blue, lv 3, cost 2, AP 4, HP 3, earth federation | - Byarlant Custom [GD01-019] | unit | set GD01, blue, lv 4, cost 2, AP 3, HP 4, earth federation | While 4 or more enemy Units are in play, this Unit gains <Blocker>.
(Rest this Unit to change the attack target to it.)
Anksha [GD01-020] | unit | set GD01, blue, lv 4, cost 2, AP 3, HP 3, earth federation | 【Deploy】Choose 1 rested enemy Unit. Deal 1 damage to it.
Pisces [GD01-021] | unit | set GD01, blue, lv 1, cost 1, AP 1, HP 2, oz | - Cancer [GD01-022] | unit | set GD01, blue, lv 2, cost 2, AP 2, HP 3, oz | - Char's Gelgoog [GD01-023] | unit | set GD01, green, lv 4, cost 4, AP 4, HP 3, zeon | 【Activate・Main】Discard 1 (Zeon)/(Neo Zeon) Unit card:If a Pilot is not paired with this Unit, choose 1 (Newtype) Pilot card that is Lv.3 or lower from your trash. Pair it with this Unit. Wing Gundam Zero [GD01-024] | unit | set GD01, green, lv 8, cost 8, AP 5, HP 7, g team | (This Unit can't be blocked.) 【Deploy】Deal 3 damage to all Units that are Lv.5 or lower. Gundam Deathscythe [GD01-025] | unit | set GD01, green, lv 6, cost 4, AP 5, HP 4, operation meteor | 【When Paired・(Operation Meteor) Pilot】Place 1 rested Resource. Then, this Unit gains during this turn. (While this Unit is attacking, it deals damage before the enemy Unit.) Char's Zaku Ⅱ [GD01-026] | unit | set BETA, green, lv 3, cost 2, AP 3, HP 2, zeon | 【During Pair】【Destroyed】Deploy 1 rested [Char's Zaku Ⅱ]((Zeon)・AP3・HP1) Unit token.
Big Zam [GD01-027] | unit | set GD01, green, lv 7, cost 5, AP 5, HP 6, zeon | <Breach 4> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
【Deploy】If there are 10 or more (Zeon)/(Neo Zeon) Unit cards in your trash, deal 4 damage to all Units with <Blocker>.
Gundam Sandrock [GD01-028] | unit | set BETA, green, lv 5, cost 3, AP 4, HP 4, operation meteor | 【Deploy】You may deploy 1 (Maganac Corps) Unit card from your hand.
Shenlong Gundam [GD01-029] | unit | set GD01, green, lv 5, cost 4, AP 4, HP 4, operation meteor | <Breach 4> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
【Attack】Choose 1 enemy Unit with <Blocker> that is Lv.3 or lower. Destroy it.
Rick Dom [GD01-030] | unit | set BETA, green, lv 3, cost 2, AP 3, HP 3, zeon | <Breach 2> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to a card in that opponent's shield area.)
Gelgoog [GD01-031] | unit | set BETA, green, lv 4, cost 2, AP 4, HP 3, zeon | - Gyan [GD01-032] | unit | set GD01, green, lv 4, cost 3, AP 4, HP 3, zeon | 【When Paired・(Zeon) Pilot】Choose 1 enemy Unit with <Blocker> that is Lv.2 or lower. Destroy it.
Gundam Deathscythe [GD01-033] | unit | set GD01, green, lv 4, cost 2, AP 4, HP 3, operation meteor | <Repair 1> (At the end of your turn, this Unit recovers the specified number of HP.)
Gundam Heavyarms [GD01-034] | unit | set BETA, green, lv 4, cost 2, AP 3, HP 4, operation meteor | 【During Pair】This Unit gains <Breach 3>.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to a card in that opponent's shield area.)
Zaku Ⅱ [GD01-035] | unit | set GD01, green, lv 2, cost 1, AP 2, HP 2, zeon | - Gouf [GD01-036] | unit | set GD01, green, lv 2, cost 2, AP 3, HP 2, zeon | - Gogg [GD01-037] | unit | set GD01, green, lv 2, cost 2, AP 2, HP 3, zeon | - Adzam [GD01-038] | unit | set GD01, green, lv 5, cost 4, AP 2, HP 5, zeon | 【Deploy】If 5 or more enemy Units are in play, deal 1 damage to all enemy Units.
Dopp [GD01-039] | unit | set GD01, green, lv 1, cost 1, AP 1, HP 1, zeon | 【Deploy】Look at the top card of your deck. Return it to the top or bottom of your deck.
Wing Gundam [GD01-040] | unit | set BETA, green, lv 5, cost 2, AP 4, HP 3, operation meteor | - Shenlong Gundam [GD01-041] | unit | set BETA, green, lv 4, cost 3, AP 4, HP 3, operation meteor | <Breach 3> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to a card in that opponent's shield area.)
Duo's Leo [GD01-042] | unit | set GD01, green, lv 2, cost 2, AP 2, HP 2, operation meteor | This Unit may choose an active enemy Unit that is Lv.2 or lower as its attack target.
Rasid's Maganac [GD01-043] | unit | set GD01, green, lv 3, cost 2, AP 2, HP 3, maganac corps | 【Deploy】Choose 1 of your green Units. During this turn, it may choose an active enemy Unit with 4 or less AP as its attack target.
Kshatriya [GD01-044] | unit | set GD01, red, lv 5, cost 4, AP 5, HP 4, neo zeon | 【When Paired・(Cyber-Newtype)/(Newtype) Pilot】Choose 1 to 2 enemy Units. Deal 1 damage to them. Duel Gundam (Assault Shroud) [GD01-045] | unit | set GD01, red, lv 5, cost 4, AP 4, HP 4, zaft | 【When Paired】Look at the top 3 cards of your deck. You may deploy 1 (ZAFT) Unit card that is Lv.4 or lower among them. Return the remaining cards randomly to the bottom of your deck. Buster Gundam [GD01-046] | unit | set GD01, red, lv 4, cost 2, AP 1, HP 4, zaft | 【Activate・Main】 (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.) 【During Pair・(Coordinator) Pilot】【Once per Turn】When you use this Unit's to increase a (ZAFT) Unit's AP, set this Unit as active. Shamblo [GD01-047] | unit | set GD01, red, lv 8, cost 7, AP 6, HP 5, zeon | 【Attack】If 2 or more other rested friendly Units are in play, choose 1 enemy Unit. Deal 3 damage to it.
Zaku I Sniper Type [GD01-048] | unit | set GD01, red, lv 2, cost 2, AP 0, HP 1, zeon | 【Activate・Main】<Support 1> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
【Deploy】Look at the top card of your deck. If it is a (Zeon)/(Neo Zeon) Unit card, you may reveal it and add it to your hand. Return any remaining card to the bottom of your deck.
Blitz Gundam [GD01-049] | unit | set GD01, red, lv 4, cost 3, AP 3, HP 3, zaft | 【Deploy】Choose 1 of your (ZAFT) Units with 5 or more AP. It gains <First Strike> during this turn.
(While this Unit is attacking, it deals damage before the enemy Unit.)
LaGOWE [GD01-050] | unit | set GD01, red, lv 3, cost 2, AP 2, HP 3, zaft | 【Attack】If this Unit has 5 or more AP and it is attacking an enemy Unit, choose 1 enemy Unit. Deal 2 damage to it.
Kshatriya [GD01-051] | unit | set GD01, red, lv 4, cost 2, AP 3, HP 4, neo zeon | - Geara Zulu (Guards Type) [GD01-052] | unit | set GD01, red, lv 4, cost 3, AP 2, HP 4, neo zeon | 【Deploy】Choose 1 enemy Unit. Deal 1 damage to it.
Geara Doga (Heavy Armed Type) [GD01-053] | unit | set GD01, red, lv 4, cost 3, AP 4, HP 2, neo zeon | 【Activate・Main】【Once per Turn】①:Choose 1 enemy Unit with 2 or less AP. Deal 1 damage to it.
Duel Gundam [GD01-054] | unit | set GD01, red, lv 3, cost 2, AP 3, HP 3, zaft | While this Unit has 5 or more AP, it gains <Breach 3>.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
BuCUE [GD01-055] | unit | set GD01, red, lv 3, cost 2, AP 2, HP 3, zaft | 【Activate・Main】<Support 2> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
Geara Doga (Sleeves) [GD01-056] | unit | set GD01, red, lv 3, cost 2, AP 2, HP 3, neo zeon | 【Destroyed】Choose 1 enemy Unit with 5 or less AP. Deal 1 damage to it.
Dreissen (Sleeves) [GD01-057] | unit | set GD01, red, lv 2, cost 2, AP 2, HP 3, neo zeon | - Galluss-K [GD01-058] | unit | set GD01, red, lv 3, cost 2, AP 3, HP 2, zeon | 【Activate・Action】【Once per Turn】①:Choose 1 Unit that is Lv.4 or higher. It gets AP+1 during this battle.
Zee Zulu [GD01-059] | unit | set GD01, red, lv 2, cost 2, AP 2, HP 2, neo zeon | 【Attack】If you are attacking the enemy player, this Unit gets AP+2 during this battle.
Zaku Mariner [GD01-060] | unit | set GD01, red, lv 2, cost 1, AP 2, HP 2, zeon | - ZuOOT [GD01-061] | unit | set GD01, red, lv 1, cost 1, AP 0, HP 2, zaft | 【Activate・Main】<Support 1> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
GOOhN [GD01-062] | unit | set GD01, red, lv 1, cost 1, AP 1, HP 2, zaft | - ZnO [GD01-063] | unit | set GD01, red, lv 2, cost 2, AP 2, HP 1, zaft | During your turn, while this Unit is battling an enemy Unit that is Lv.2 or lower, it gains <First Strike>.
(While this Unit is attacking, it deals damage before the enemy Unit.)
DINN [GD01-064] | unit | set GD01, red, lv 2, cost 2, AP 3, HP 2, zaft | - Freedom Gundam [GD01-065] | unit | set GD01, white, lv 7, cost 5, AP 4, HP 6, triple ship alliance | (Rest this Unit to change the attack target to it.) 【During Pair】【Once per Turn】When you pair a Pilot with this Unit or one of your white Units, choose 1 enemy Unit. It gets AP-2 during this turn. Justice Gundam [GD01-066] | unit | set GD01, white, lv 7, cost 5, AP 5, HP 5, triple ship alliance | 【Deploy】Deploy 1 [Fatum-00]((Triple Ship Alliance)・AP2・HP2・) Unit token. 【During Pair】【Attack】Choose 1 of your (Triple Ship Alliance) Unit tokens. It may attack on the turn it is deployed. Gundam Aerial Rebuild [GD01-067] | unit | set GD01, white, lv 6, cost 5, AP 5, HP 4, academy | 【When Paired】Choose 1 Command card that is Lv.5 or lower from your trash. Add it to your hand. Perfect Strike Gundam [GD01-068] | unit | set BETA, white, lv 5, cost 3, AP 4, HP 4, triple ship alliance | <Blocker> (Rest this Unit to change the attack target to it.)
【Deploy】Choose 1 enemy Unit with 1 HP. Return it to its owner's hand.
Strike Rouge [GD01-069] | unit | set GD01, white, lv 3, cost 2, AP 3, HP 2, triple ship alliance | 【Activate・Main】【Once per Turn】①:Choose 1 of your rested white Units with <Blocker>. Set it as active. It can't attack during this turn.
Gundam Aerial [GD01-070] | unit | set BETA, white, lv 5, cost 3, AP 3, HP 3, academy | While there are 4 or more Command cards in your trash, this card in your hand gets cost -2.
Gundam Pharact [GD01-071] | unit | set GD01, white, lv 4, cost 3, AP 3, HP 4, academy | 【During Link】【Attack】Choose 1 enemy Unit. It gets AP-2 during this battle.
Launcher Strike Gundam [GD01-072] | unit | set BETA, white, lv 4, cost 3, AP 3, HP 4, earth alliance | <Blocker> (Rest this Unit to change the attack target to it.)
Sword Strike Gundam [GD01-073] | unit | set GD01, white, lv 4, cost 3, AP 4, HP 3, earth alliance | 【During Link】【Attack】Choose 1 enemy Unit with 2 or less HP. Return it to its owner's hand.
Chuchu's Demi Trainer [GD01-074] | unit | set GD01, white, lv 2, cost 2, AP 3, HP 1, academy | 【Attack】Draw 1. Then, discard 1.
Darilbalde [GD01-075] | unit | set BETA, white, lv 3, cost 2, AP 4, HP 2, academy | 【Deploy】Choose 1 enemy Unit with 1 HP. Return it to its owner's hand.
Michaelis [GD01-076] | unit | set BETA, white, lv 3, cost 2, AP 3, HP 3, academy | While there are 4 or more Command cards in your trash, this Unit gets AP+1 and HP+1.
Strike Gundam [GD01-077] | unit | set BETA, white, lv 4, cost 2, AP 3, HP 4, earth alliance | - Mistral [GD01-078] | unit | set GD01, white, lv 1, cost 1, AP 1, HP 1, earth alliance | 【Deploy】Choose 1 enemy Unit. It gets AP-1 during this turn.
Skygrasper [GD01-079] | unit | set GD01, white, lv 2, cost 2, AP 2, HP 2, earth alliance | - Cagalli's Skygrasper [GD01-080] | unit | set GD01, white, lv 2, cost 2, AP 2, HP 1, earth alliance | 【Destroyed】Choose 1 enemy Unit that is Lv.2 or lower. Return it to its owner's hand.
M1 Astray [GD01-081] | unit | set BETA, white, lv 2, cost 2, AP 2, HP 2, triple ship alliance | While you have another (Triple Ship Alliance) Unit in play, this Unit gets AP+1 and <Blocker>.
(Rest this Unit to change the attack target to it.)
Gundam Aerial (Mirasoul Flight Unit) [GD01-082] | unit | set GD01, white, lv 4, cost 3, AP 4, HP 3, academy | 【During Pair】【Activate・Action】【Once per Turn】②:Choose 1 enemy Unit. It gets AP-1 during this battle.
Guel's Dilanza [GD01-083] | unit | set GD01, white, lv 2, cost 2, AP 2, HP 2, academy | - Beguir-Pente [GD01-084] | unit | set GD01, white, lv 2, cost 2, AP 2, HP 3, academy | - Demi Garrison [GD01-085] | unit | set GD01, white, lv 2, cost 1, AP 2, HP 2, academy | - Gundam Lfrith [GD01-086] | unit | set GD01, white, lv 3, cost 2, AP 2, HP 4, vanadis institute | <Blocker> (Rest this Unit to change the attack target to it.)
Sayla Mass [GD01-087] | pilot | set GD01, blue, lv 3, cost 1, earth federation/white base team/newtype | 【Burst】Add this card to your hand.
While this Unit is blue, it gains <Repair 1>.
(At the end of your turn, this Unit recovers the specified number of HP.)
Banagher Links [GD01-088] | pilot | set BETA, blue, lv 5, cost 1, civilian/newtype | 【Burst】Add this card to your hand.
【When Paired】If this is a Link Unit, draw 1.
Riddhe Marcenas [GD01-089] | pilot | set BETA, blue, lv 3, cost 1, earth federation | 【Burst】Add this card to your hand.
If this Unit has <Repair>, it gets AP+1.
Duo Maxwell [GD01-090] | pilot | set GD01, green, lv 4, cost 1, operation meteor | 【Burst】Add this card to your hand.
【During Link】This Unit's AP can't be reduced by enemy effects.
Chang Wufei [GD01-091] | pilot | set BETA, green, lv 4, cost 1, operation meteor | 【Burst】Add this card to your hand.
During your turn, if this Unit has <Breach>, it can't receive battle damage from enemy Units with 3 or less AP.
M'Quve [GD01-092] | pilot | set GD01, green, lv 3, cost 1, zeon | 【Burst】Add this card to your hand.
While this Unit is (Zeon), it gains <Breach 1>.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Marida Cruz [GD01-093] | pilot | set GD01, red, lv 4, cost 1, neo zeon/cyber-newtype | 【Burst】Add this card to your hand.
【During Link】【Attack】Choose 1 enemy Unit whose Lv. is equal to or lower than this Unit. Deal 1 damage to it.
Yzak Jule [GD01-094] | pilot | set GD01, red, lv 3, cost 1, zaft/coordinator | 【Burst】Add this card to your hand.
【Once per Turn】 When an enemy Link Unit is destroyed with damage while this Unit is attacking, draw 1.
Dearka Elthman [GD01-095] | pilot | set GD01, red, lv 3, cost 1, zaft/coordinator | 【Burst】Add this card to your hand.
【When Linked】Discard 1. If you do, draw 1.
Cagalli Yula Athha [GD01-096] | pilot | set GD01, white, lv 4, cost 1, orb | 【Burst】Add this card to your hand.
While this Unit is white, it gains <Blocker>.
(Rest this Unit to change the attack target to it.)
Guel Jeturk [GD01-097] | pilot | set BETA, white, lv 3, cost 1, academy | 【Burst】Add this card to your hand.
【Activate・Main】【Once per Turn】If your opponent has 8 or more cards in their hand, set this Unit as active. It can't attack during this turn.
Elan Ceres (Enhanced Person Number 4) [GD01-098] | pilot | set GD01, white, lv 4, cost 1, academy | 【Burst】Add this card to your hand.
【Activate・Action】【Once per Turn】If an enemy Unit with 1 or less AP is in play, this Unit recovers 1 HP.
Intercept Orders [GD01-099] | command | set BETA, blue, lv 4, cost 2, - | 【Burst】Choose 1 enemy Unit with 5 or less HP. Rest it.
【Main】/【Action】Choose 1 to 2 enemy Units with 3 or less HP. Rest them.
A Show of Resolve [GD01-100] | command | set BETA, blue, lv 4, cost 3, - | 【Main】Draw 2.
Deep Devotion [GD01-101] | command | set GD01, blue, lv 2, cost 1, oz | 【Main】/【Action】Choose 1 friendly Link Unit. It recovers 3 HP.
【Pilot】[Lucrezia Noin]
Securing the Supply Line [GD01-102] | command | set GD01, blue, lv 4, cost 2, - | 【Main】All friendly Units that are Lv.4 or lower recover 2 HP.
The Stubborn Cog [GD01-103] | command | set GD01, blue, lv 1, cost 1, earth federation | 【Main】Choose 1 active friendly (Earth Federation) Unit and 1 active enemy Unit. Rest them.
【Pilot】[Daguza Mackle]
Signs of a Revolution [GD01-104] | command | set GD01, blue, lv 3, cost 2, - | 【Burst】Draw 1.
【Main】Choose 1 rested enemy Unit. Deal 2 damage to it.
Citizens, Take a Stand! [GD01-105] | command | set BETA, green, lv 4, cost 1, - | 【Burst】Add this card to your hand.
【Main】All your Units get AP+2 during this turn.
Fortress Defense [GD01-106] | command | set GD01, green, lv 5, cost 2, zeon | 【Main】Deploy 2 [Zaku Ⅱ]((Zeon)・AP1・HP1) Unit tokens.
【Pilot】[Dozle Zabi]
First Contact [GD01-107] | command | set BETA, green, lv 3, cost 3, - | 【Burst】Place 1 EX Resource.
【Main】Place 1 rested Resource.
Strategic Arms [GD01-108] | command | set GD01, green, lv 6, cost 6, - | 【Main】Deal 2 damage to all Units with <Blocker>.
The Path to Victory or Defeat [GD01-109] | command | set GD01, green, lv 5, cost 1, - | 【Main】Look at the top 5 cards of your deck. You may reveal 1 (Operation Meteor)/(G Team) Unit card/Pilot card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck.
Rasid's Orders [GD01-110] | command | set GD01, green, lv 3, cost 1, maganac corps | 【Main】/【Action】Choose 1 Unit that is Lv.4 or higher. During this turn, it may choose an active enemy Unit with 6 or less AP as its attack target.
【Pilot】[Rasid Kurama]
Battle of Aces [GD01-111] | command | set GD01, red, lv 3, cost 2, - | 【Burst】Choose 1 enemy Unit. Deal 2 damage to it.
【Main】/【Action】Choose 1 damaged enemy Unit. Deal 3 damage to it.
Extreme Hatred [GD01-112] | command | set GD01, red, lv 6, cost 1, zeon/newtype | 【Main】Choose 2 of your active Units. Rest them. If you do, choose 1 enemy Unit. Deal 3 damage to it.
【Pilot】[Loni Garvey]
The Desert Tiger [GD01-113] | command | set GD01, red, lv 3, cost 1, zaft/coordinator | 【Main】/【Action】Choose 1 friendly (ZAFT) Unit. It gets AP+3 during this turn.
【Pilot】[Andrew Waldfeld]
Assault on Torrington Base [GD01-114] | command | set GD01, red, lv 1, cost 1, zeon | 【Action】Choose 2 friendly Units. They get AP+1 during this turn.
【Pilot】[Yonem Kirks]
Zeon Remnant Forces [GD01-115] | command | set GD01, red, lv 2, cost 1, - | 【Main】/【Action】Choose 1 enemy Unit. Deal 1 damage to it.
Stealth Stratagem [GD01-116] | command | set GD01, red, lv 2, cost 1, zaft/coordinator | 【Main】/【Action】Choose 1 enemy Unit with 2 or less AP. Deal 2 damage to it.
【Pilot】[Nicol Amarfi]
The Witch and the Bride [GD01-117] | command | set BETA, white, lv 5, cost 2, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit with 5 or less HP. Return it to its owner's hand.
Overflowing Affection [GD01-118] | command | set BETA, white, lv 2, cost 1, - | 【Main】Draw 2. Then, discard 1.
Iron-Fisted Discipline [GD01-119] | command | set GD01, white, lv 2, cost 1, academy | 【Main】/【Action】Choose 1 enemy Unit that is Lv.4 or lower. It gets AP-2 during this turn.
【Pilot】[Chuatury Panlunch]
Naval Bombardment [GD01-120] | command | set BETA, white, lv 2, cost 1, - | 【Burst】Choose 1 enemy Unit. It gets AP-3 during this turn.
【Action】Choose 1 friendly Unit with <Blocker>. It gets AP+3 during this turn.
Midair Modifications [GD01-121] | command | set GD01, white, lv 3, cost 2, - | 【Burst】Activate this card's 【Main】.
【Main】Choose 1 rested Unit with <Blocker>. Set it as active. It can't attack during this turn.
Covert Operative [GD01-122] | command | set GD01, white, lv 3, cost 1, academy | 【Main】Choose 1 enemy Unit with 2 or less HP. Return it to its owner's hand. If you have a Link Unit in play, choose 1 enemy Unit with 4 or less HP instead.
【Pilot】[Shaddiq Zenelli]
Nahel Argama [GD01-123] | base | set GD01, blue, lv 3, cost 2, HP 5, earth federation/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 enemy Unit with 3 or less HP. Rest it.
Side 7 [GD01-124] | base | set BETA, blue, lv 1, cost 1, HP 4, earth federation/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:Choose 1 friendly Unit. It recovers 1 HP.
Zanzibar [GD01-125] | base | set GD01, green, lv 4, cost 2, HP 5, zeon/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, you may deploy 1 (Zeon) Unit card that is Lv.4 or lower from your hand.
Underground Desert Base [GD01-126] | base | set GD01, green, lv 2, cost 1, HP 6, maganac corps/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
Gamow [GD01-127] | base | set GD01, red, lv 2, cost 1, HP 5, zaft/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Action】Rest this Base:Choose 1 friendly (ZAFT) Unit with 5 or more AP. It gains <Breach 3> during this battle.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Mining Asteroid Palau [GD01-128] | base | set GD01, red, lv 2, cost 1, HP 6, neo zeon/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
Kusanagi [GD01-129] | base | set GD01, white, lv 4, cost 2, HP 4, triple ship alliance/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand.
13th Tactical Testing Sector [GD01-130] | base | set GD01, white, lv 3, cost 1, HP 5, academy/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:If a friendly (Academy) Unit is in play, choose 1 enemy Unit. It gets AP-1 during this turn.
Psycho Gundam [GD02-001] | unit | set GD02, blue, lv 6, cost 4, AP 4, HP 5, titans | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【During Pair・(Cyber-Newtype) Pilot】When one of your (Titans) Units destroys an enemy shield area card with damage, this Unit recovers 2 HP. Gundam Epyon [GD02-002] | unit | set GD02, blue, lv 8, cost 7, AP 6, HP 6, white fang | 【During Link】【Once per Turn】During your turn, when one of your Units destroys an enemy Unit with battle damage, set this Unit as active. Gundam Mk-II (Titans) [GD02-003] | unit | set GD02, blue, lv 4, cost 3, AP 4, HP 2, titans | 【During Pair・Lv.3 or Lower Pilot】【Destroyed】You may discard 1 Unit card. If you do, return the card paired with this Unit to your hand.
Byarlant [GD02-004] | unit | set GD02, blue, lv 5, cost 3, AP 4, HP 3, titans | 【When Paired】Choose 1 rested enemy Unit with 3 or less HP. It won't be set as active during the start phase of your opponent's next turn.
Tallgeese [GD02-005] | unit | set GD02, blue, lv 4, cost 3, AP 3, HP 4, oz | 【During Link】【Attack】Choose 1 enemy Unit with 2 or less HP. Rest it.
Forbidden Gundam [GD02-006] | unit | set GD02, blue, lv 5, cost 3, AP 4, HP 4, earth alliance | <Blocker> (Rest this Unit to change the attack target to it.)
During your turn, this Unit can't receive battle damage from enemy Units that are Lv.2 or lower.
Psycho Gundam (MA Mode) [GD02-007] | unit | set GD02, blue, lv 5, cost 3, AP 3, HP 4, titans | <Repair 2> (At the end of your turn, this Unit recovers the specified number of HP.)
Gabthley [GD02-008] | unit | set GD02, blue, lv 4, cost 3, AP 4, HP 3, titans | 【When Linked】Choose 1 rested enemy Unit. Deal 1 damage to it.
Calamity Gundam [GD02-009] | unit | set GD02, blue, lv 5, cost 3, AP 3, HP 5, earth alliance | 【Once per Turn】When this Unit's AP is reduced by an enemy effect, choose 1 rested enemy Unit. Deal 2 damage to it.
Raider Gundam [GD02-010] | unit | set GD02, blue, lv 5, cost 3, AP 4, HP 4, earth alliance | 【Once per Turn】When this Unit receives enemy effect damage, draw 1.
Moebius (Peacemaker Team) [GD02-011] | unit | set GD02, blue, lv 4, cost 2, AP 0, HP 1, earth alliance | 【Activate・Action】Destroy this Unit:Choose 1 enemy Base/enemy Shield this Unit is battling. Deal 6 damage to it.
Core Booster [GD02-012] | unit | set GD02, blue, lv 2, cost 2, AP 2, HP 2, earth federation/white base team | - Hizack [GD02-013] | unit | set GD02, blue, lv 2, cost 1, AP 2, HP 2, titans | - Galbaldy Beta [GD02-014] | unit | set GD02, blue, lv 2, cost 2, AP 3, HP 1, titans | 【Deploy】Choose 1 of your (Titans) Units. It gets AP+1 during this turn.
Marasai [GD02-015] | unit | set GD02, blue, lv 3, cost 2, AP 3, HP 3, titans | - Barzam [GD02-016] | unit | set GD02, blue, lv 3, cost 2, AP 3, HP 2, titans | 【Deploy】Choose 1 of your (Titans) Units. It gets AP+1 during this turn.
Delta Plus (Waverider Mode) [GD02-017] | unit | set GD02, blue, lv 3, cost 2, AP 2, HP 3, earth federation | <Repair 2> (At the end of your turn, this Unit recovers the specified number of HP.)
Taurus [GD02-018] | unit | set GD02, blue, lv 2, cost 2, AP 3, HP 3, oz | This Unit can't choose the enemy player as its attack target.
Raider Gundam (MA Mode) [GD02-019] | unit | set GD02, blue, lv 4, cost 2, AP 4, HP 3, earth alliance | - Elmeth [GD02-020] | unit | set GD02, green, lv 6, cost 5, AP 4, HP 4, zeon | 【Deploy】Look at the top 5 cards of your deck. You may reveal 1 green (Zeon) Pilot card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. 【During Link】 This Unit gets AP+2. Gundam AGE-1 Normal [GD02-021] | unit | set GD02, green, lv 3, cost 2, AP 2, HP 2, earth federation/age system | 【Deploy】You may discard 1 green (Earth Federation) Unit card. If you do, place 1 EX Resource. Then, if you are Lv.7 or higher, draw 1. G-Exes [GD02-022] | unit | set GD02, green, lv 3, cost 2, AP 2, HP 3, earth federation | 【Once per Turn】When you place an EX Resource, choose 1 of your (AGE System) Units. It gains <Breach 2> during this turn.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Gundam AGE-1 Spallow [GD02-023] | unit | set GD02, green, lv 4, cost 3, AP 3, HP 4, earth federation/age system | 【During Link】While you are Lv.7 or higher, this Unit gains <First Strike>.
(While this Unit is attacking, it deals damage before the enemy Unit.)
Red Gundam [GD02-024] | unit | set GD02, green, lv 5, cost 3, AP 4, HP 4, clan | 【During Link】This Unit gains <High-Maneuver>.
(This Unit can't be blocked.)
Gundam Heavyarms [GD02-025] | unit | set GD02, green, lv 4, cost 3, AP 3, HP 4, operation meteor | 【Deploy】Look at the top card of your deck. Return it to the top or bottom of your deck.
Genoace Custom [GD02-026] | unit | set GD02, green, lv 2, cost 2, AP 2, HP 2, earth federation | 【Deploy】If you are Lv.7 or higher, choose 1 of your (AGE System) Units. It gets AP+2 during this turn.
Gundam AGE-1 Titus [GD02-027] | unit | set GD02, green, lv 7, cost 4, AP 5, HP 5, earth federation/age system | <Breach 3> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Abdul's Maganac [GD02-028] | unit | set GD02, green, lv 3, cost 2, AP 3, HP 3, maganac corps | - Gundam AGE-1 Normal [GD02-029] | unit | set GD02, green, lv 3, cost 2, AP 3, HP 3, earth federation/age system | - Genoace [GD02-030] | unit | set GD02, green, lv 1, cost 1, AP 1, HP 2, earth federation | - Gundam AGE-1 Titus [GD02-031] | unit | set GD02, green, lv 4, cost 2, AP 2, HP 4, earth federation/age system | While you are Lv.7 or higher, this Unit gets AP+2.
White Gundam [GD02-032] | unit | set GD02, green, lv 3, cost 2, AP 3, HP 3, zeon | - Kikeroga (MA Mode) (GQ) [GD02-033] | unit | set GD02, green, lv 5, cost 4, AP 3, HP 4, zeon | While another friendly (Zeon) Link Unit is in play, this Unit gains <Breach 5>.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
GQuuuuuuX [GD02-034] | unit | set GD02, green, lv 2, cost 1, AP 0, HP 3, zeon | 【During Pair・Red Pilot】This Unit gets AP+2.
Police Zaku (Armored RRU Type) [GD02-035] | unit | set GD02, green, lv 2, cost 1, AP 2, HP 3, side 6 | This Unit can't choose the enemy player as its attack target.
Qubeley [GD02-036] | unit | set GD02, red, lv 7, cost 5, AP 5, HP 5, neo zeon | 【When Linked】This Unit gains during this turn. (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【During Pair・(Neo Zeon) Pilot】【Attack】Choose 1 damaged enemy Unit. Deal 2 damage to it. Gundam Virsago [GD02-037] | unit | set GD02, red, lv 5, cost 4, AP 4, HP 4, new une | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Deploy】If there are 3 or less enemy Shields, choose 1 enemy Unit with 5 or less AP. Deal 2 damage to it. GQuuuuuuX (Omega Psycommu) [GD02-038] | unit | set GD02, red, lv 7, cost 5, AP 5, HP 4, clan | 【Deploy】Look at the top 3 cards of your deck. You may deploy 1 (Clan) Unit card that is Lv.4 or lower among them. Return the remaining cards randomly to the bottom of your deck. Haman Karn's Gaza C [GD02-039] | unit | set GD02, red, lv 3, cost 2, AP 2, HP 3, neo zeon | 【When Paired】Choose 1 enemy Unit that is Lv.3 or lower. Deal 1 damage to it.
Gundam Ashtaron [GD02-040] | unit | set GD02, red, lv 4, cost 3, AP 3, HP 3, new une | 【Activate・Main】<Support 2> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
【Deploy】Choose 1 of your other (New UNE) Units. It can't receive battle damage from enemy Units with 2 or less HP during this turn.
Sugai's Gelgoog (GQ) [GD02-041] | unit | set GD02, red, lv 4, cost 4, AP 3, HP 3, clan | 【Deploy】Choose 1 enemy Unit that is Lv.5 or higher. Deal 2 damage to it.
Gundam Ashtaron (MA Mode) [GD02-042] | unit | set GD02, red, lv 3, cost 2, AP 3, HP 2, new une | 【Deploy】Choose 1 of your (New UNE) Units. It gains <High-Maneuver> during this turn.
(This Unit can't be blocked.)
Daughtress Weapon [GD02-043] | unit | set GD02, red, lv 2, cost 2, AP 2, HP 1, new une | 【Deploy】If you have another (New UNE) Unit in play, deploy 1 rested [Daughtress]((New UNE)・AP0・HP1) Unit token.
Daughtress Command [GD02-044] | unit | set GD02, red, lv 2, cost 2, AP 3, HP 1, new une | 【Destroyed】If you have another (New UNE) Unit in play, deploy 1 rested [Daughtress]((New UNE)・AP0・HP1) Unit token.
GINN Long-Range Reconnaissance Type [GD02-045] | unit | set GD02, red, lv 2, cost 2, AP 1, HP 1, zaft | 【Attack】If this Unit has 5 or more AP and it is attacking an enemy Unit, draw 1.
Sayla's Light-Type Guncannon [GD02-046] | unit | set GD02, red, lv 4, cost 2, AP 3, HP 4, earth federation | 【Deploy】Choose 1 enemy Unit token. Deal 2 damage to it.
Gaza C [GD02-047] | unit | set GD02, red, lv 1, cost 1, AP 0, HP 1, neo zeon | 【Activate・Main】Rest this Unit:Destroy this and choose 1 enemy Unit that is Lv.5 or lower. Deal 1 damage to it.
Zaku Ⅲ (Sleeves) [GD02-048] | unit | set GD02, red, lv 3, cost 2, AP 4, HP 1, neo zeon | - Daughtress [GD02-049] | unit | set GD02, red, lv 1, cost 1, AP 1, HP 1, new une | 【Activate・Main】<Support 1> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
Ga-Zowmn (Sleeves) [GD02-050] | unit | set GD02, red, lv 2, cost 2, AP 3, HP 2, neo zeon | - 01 Gundam [GD02-051] | unit | set GD02, red, lv 2, cost 2, AP 2, HP 3, earth federation | - Guncannon (GQ) [GD02-052] | unit | set GD02, red, lv 2, cost 2, AP 3, HP 2, earth federation | - Gundam X [GD02-053] | unit | set GD02, purple, lv 7, cost 5, AP 6, HP 5, vulture | [Suppression] (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【During Link】During your turn, while there are 7 or more cards in your trash, all your other (Vulture) Units get AP+2. Gundam Barbatos 1st Form [GD02-054] | unit | set GD02, purple, lv 3, cost 2, AP 3, HP 2, tekkadan/gundam frame | 【Attack】If this Unit is damaged, draw 1. Gundam Gusion Rebake [GD02-055] | unit | set GD02, purple, lv 5, cost 4, AP 3, HP 5, tekkadan/gundam frame | (Rest this Unit to change the attack target to it.) 【Deploy】Choose 1 of your Units and 1 enemy Unit. Deal 1 damage to them. Gundam X [GD02-056] | unit | set GD02, purple, lv 4, cost 3, AP 3, HP 4, vulture | 【During Pair・(Vulture) Pilot】【Destroyed】Choose 1 (Vulture) Unit card that is Lv.5 or higher from your trash. Add it to your hand.
Zedas [GD02-057] | unit | set GD02, purple, lv 5, cost 3, AP 5, HP 3, ue/vagan | 【During Pair】【Attack】You may choose 1 of your other Units. Destroy it. If you do, choose 1 enemy Unit that is Lv.4 or lower. Deal 2 damage to it.
Ryusei-Go (Graze Custom Ⅱ) [GD02-058] | unit | set GD02, purple, lv 3, cost 2, AP 2, HP 2, tekkadan | 【Deploy】Choose 1 of your Units. Deal 1 damage to it. If you do, draw 1. Then, discard 1.
Gundam Airmaster [GD02-059] | unit | set GD02, purple, lv 4, cost 3, AP 4, HP 3, vulture | <Blocker> (Rest this Unit to change the attack target to it.)
Gundam Leopard [GD02-060] | unit | set GD02, purple, lv 5, cost 4, AP 4, HP 4, vulture | 【Deploy】If there are 7 or more cards in your trash, choose 1 enemy Unit that is Lv.4 or lower. Rest it.
Hyakuri [GD02-061] | unit | set GD02, purple, lv 4, cost 2, AP 3, HP 3, teiwaz | 【When Paired・Purple Pilot】If there are 3 or more (Teiwaz)/(Tekkadan) cards in your trash, choose 1 enemy Unit with 3 or less AP. Rest it.
Amida's Hyakuren [GD02-062] | unit | set GD02, purple, lv 4, cost 2, AP 3, HP 4, teiwaz | - Gundam Airmaster (Fighter Mode) [GD02-063] | unit | set GD02, purple, lv 3, cost 2, AP 3, HP 3, vulture | - Gundam Leopard [GD02-064] | unit | set GD02, purple, lv 5, cost 4, AP 4, HP 4, vulture | During your turn, while there are 7 or more cards in your trash, this Unit can't receive effect damage from enemy Commands.
Jenice Custom [GD02-065] | unit | set GD02, purple, lv 1, cost 1, AP 1, HP 2, vulture | - Gafran [GD02-066] | unit | set GD02, purple, lv 2, cost 1, AP 2, HP 3, ue/vagan | This Unit can't choose the enemy player as its attack target.
Baqto [GD02-067] | unit | set GD02, purple, lv 2, cost 2, AP 2, HP 3, ue/vagan | - Gundam Barbatos 3rd Form [GD02-068] | unit | set GD02, purple, lv 4, cost 2, AP 3, HP 5, tekkadan/gundam frame | 【Deploy】Deal 2 damage to this Unit.
Zeta Gundam [GD02-069] | unit | set GD02, white, lv 6, cost 5, AP 5, HP 4, aeug | 【During Link】【Activate・Main】【Once per Turn】Choose 1 active friendly Base. Rest it. If you do, set this Unit as active. It can't choose the enemy player as its attack target during this turn. Gundam Kimaris [GD02-070] | unit | set GD02, white, lv 5, cost 4, AP 4, HP 4, gjallarhorn/gundam frame | 【Deploy】If there are 4 or more (Gjallarhorn) cards in your trash, draw 2. If you do, discard 2. Gundam Mk-II (AEUG) [GD02-071] | unit | set GD02, white, lv 4, cost 3, AP 3, HP 4, aeug | 【Deploy】If a friendly white Base is in play, you may pair 1 (AEUG) Pilot card from your hand with this Unit.
Hyaku-Shiki [GD02-072] | unit | set GD02, white, lv 5, cost 3, AP 4, HP 4, aeug | <Blocker> (Rest this Unit to change the attack target to it.)
While a friendly white Base is in play, this Unit gains <Repair 1>.
(At the end of your turn, this Unit recovers the specified number of HP.)
Carta's Graze Ritter (Ground Type) [GD02-073] | unit | set GD02, white, lv 4, cost 3, AP 5, HP 4, gjallarhorn | During your opponent's turn, the enemy Unit battling this Unit gains <First Strike>.
(While this Unit is attacking, it deals damage before the enemy Unit.)
Gundam Aerial Rebuild [GD02-074] | unit | set GD02, white, lv 7, cost 5, AP 5, HP 5, academy | <High-Maneuver> (This Unit can't be blocked.)
【During Pair】While there are 4 or more Command cards in your trash, this Unit gains <Blocker>.
(Rest this Unit to change the attack target to it.)
Rick Dias (Red) [GD02-075] | unit | set GD02, white, lv 4, cost 3, AP 4, HP 3, aeug | 【Attack】Choose 1 active friendly Base. Rest it. If you do, choose 1 enemy Unit that is Lv.4 or lower. It gets AP-2 during this battle.
Buster Gundam [GD02-076] | unit | set GD02, white, lv 4, cost 3, AP 4, HP 3, triple ship alliance | While this Unit has 5 or more AP, it gains <Blocker>.
(Rest this Unit to change the attack target to it.)
Ein's Schwalbe Graze [GD02-077] | unit | set GD02, white, lv 4, cost 2, AP 4, HP 3, gjallarhorn | - Gundam Pharact [GD02-078] | unit | set GD02, white, lv 5, cost 3, AP 5, HP 4, academy | - Rick Dias [GD02-079] | unit | set GD02, white, lv 3, cost 2, AP 3, HP 3, aeug | <Blocker> (Rest this Unit to change the attack target to it.)
Nemo [GD02-080] | unit | set GD02, white, lv 2, cost 1, AP 2, HP 2, aeug | - Methuss [GD02-081] | unit | set GD02, white, lv 2, cost 2, AP 1, HP 1, aeug | 【Deploy】If a friendly white Base is in play, choose 1 enemy Unit. It gets AP-2 during this turn.
Gaelio's Schwalbe Graze [GD02-082] | unit | set GD02, white, lv 3, cost 2, AP 3, HP 3, gjallarhorn | While you have another (Gjallarhorn) Unit in play, this Unit gains <Blocker>.
(Rest this Unit to change the attack target to it.)
Graze Ritter (Ground Type) [GD02-083] | unit | set GD02, white, lv 3, cost 2, AP 3, HP 2, gjallarhorn | 【Destroyed】If it is your opponent's turn, choose 1 of your (Gjallarhorn) Units. Set it as active.
Lauda's Dilanza [GD02-084] | unit | set GD02, white, lv 2, cost 2, AP 1, HP 3, academy | - Four Murasame [GD02-085] | pilot | set GD02, blue, lv 5, cost 1, titans/cyber-newtype | 【Burst】Add this card to your hand.
【During Link】【Once per Turn】During your turn, when this Unit recovers HP, if you have 4 or less cards in your hand, draw 1.
Jerid Messa [GD02-086] | pilot | set GD02, blue, lv 3, cost 1, titans | 【Burst】Add this card to your hand.
While you have another (Titans) Unit in play, this gets AP+1.
Orga, Crot, and Shani [GD02-087] | pilot | set GD02, blue, lv 5, cost 1, earth alliance/biological cpu | 【Burst】Add this card to your hand.
【When Linked】If this is a blue Unit, choose 1 enemy Unit with <Blocker>. Rest it.
Flit Asuno [GD02-088] | pilot | set GD02, green, lv 3, cost 1, earth federation/asuno family/x-rounder | 【Burst】Add this card to your hand.
【When Linked】Look at the top 3 cards of your deck. You may reveal 1 green (Earth Federation) Unit card/1 card with "AGE Device" in its card name among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck.
Lalah Sune [GD02-089] | pilot | set GD02, green, lv 3, cost 1, zeon/newtype | 【Burst】Add this card to your hand.
【When Paired】Choose 1 of your other (Zeon) Link Units. It gains <Breach 1> during this turn.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Challia Bull (GQ) [GD02-090] | pilot | set GD02, green, lv 5, cost 1, zeon/newtype | 【Burst】Add this card to your hand.
While you have another Unit with <High-Maneuver> in play, this Unit gets AP+1.
Haman Karn [GD02-091] | pilot | set GD02, red, lv 5, cost 1, neo zeon/newtype | 【Burst】Add this card to your hand.
【When Paired】If this Unit is red, choose 1 enemy Unit whose Lv. is equal to or lower than this Unit. Deal 1 damage to it.
Shagia Frost [GD02-092] | pilot | set GD02, red, lv 4, cost 1, new une | 【Burst】Add this card to your hand.
【During Link】【Attack】Choose 1 of your (New UNE) Units. It gets AP+2 during this turn.
Olba Frost [GD02-093] | pilot | set GD02, red, lv 3, cost 1, new une | 【Burst】Add this card to your hand.
During your turn, when this Unit destroys an enemy Unit paired with a (Newtype) Pilot with battle damage, draw 1.
Garrod Ran & Tiffa Adill [GD02-094] | pilot | set GD02, purple, lv 4, cost 1, vulture/newtype | 【Burst】Add this card to your hand.
【When Paired】You may discard 1. If you do, look at the top 3 cards of your deck. You may reveal 1 (Vulture) Unit card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck.
Lafter Frankland [GD02-095] | pilot | set GD02, purple, lv 4, cost 1, teiwaz | 【Burst】Add this card to your hand.
【Attack】If this Unit is damaged and Lv.5 or lower, it gains <High-Maneuver> during this battle.
(This Unit can't be blocked.)
Desil Galette [GD02-096] | pilot | set GD02, purple, lv 4, cost 1, vagan/x-rounder | 【Burst】Add this card to your hand.
【When Linked】You may choose 1 (Vagan) Unit card that is Lv.2 or lower from your trash. Pay its cost to deploy it.
Kamille Bidan [GD02-097] | pilot | set GD02, white, lv 5, cost 1, aeug/newtype | 【Burst】Add this card to your hand.
While there is a friendly white Base in play, this Unit gets AP+2.
Quattro Bajeena [GD02-098] | pilot | set GD02, white, lv 4, cost 1, aeug/newtype | This card's name is also treated as [Char Aznable].
【Burst】Add this card to your hand.
【When Linked】If this is an (AEUG) Unit, draw 1. If you do, discard 1.
Gaelio Bauduin [GD02-099] | pilot | set GD02, white, lv 3, cost 1, gjallarhorn | 【Burst】Add this card to your hand.
【When Paired】If there are 4 or more (Gjallarhorn) cards in your trash, choose 1 enemy Unit. It gets AP-2 during this turn.
Dramatic Turnabout [GD02-100] | command | set GD02, blue, lv 5, cost 2 | 【Burst】Draw 1.
【Main】Choose 1 friendly damaged Unit. It recovers 2 HP. Then, draw 1.
Beneath the Mask [GD02-101] | command | set GD02, blue, lv 1, cost 1 | 【Main】/【Action】Choose 1 to 2 enemy Units that are Lv.2 or lower. Rest them.
Mouar’s Determination [GD02-102] | command | set GD02, blue, lv 2, cost 1, titans | 【Main】/【Action】Choose 1 friendly (Titans) Unit. It gets AP+2 during this turn.
【Pilot】[Mouar Pharaoh]
AGE Device [GD02-103] | command | set GD02, green, lv 4, cost 2 | 【Burst】Choose 1 (Asuno Family) Pilot card from your trash. Add it to your hand.
【Main】If you have an (AGE System) Unit in play, place 1 EX Resource.
Turning Point of History [GD02-104] | command | set GD02, green, lv 1, cost 1 | 【Main】Look at the top 3 cards of your deck and return 1 to the top. Return the remaining cards to the bottom of your deck. Then, if you have a (Newtype) Pilot in play, draw 1.
Valedictorian [GD02-105] | command | set GD02, green, lv 2, cost 1, zeon/newtype | 【Action】Choose 1 of your Unit tokens. It can't receive battle damage from enemy Units during this battle.
【Pilot】[Xavier Olivette]
White Wolf [GD02-106] | command | set GD02, green, lv 3, cost 1, earth federation | 【Action】During this battle, your shield area cards can't receive damage from enemy Units that are Lv.3 or lower.
【Pilot】[Woolf Enneacle]
All-Range Attack [GD02-107] | command | set GD02, red, lv 4, cost 2 | 【Burst】Choose 1 enemy Unit. Deal 1 damage to it.
【Main】Deal 1 damage to all enemy Units other than Link Units.
That One Looks A Lot Stronger? [GD02-108] | command | set GD02, red, lv 3, cost 1 | 【Main】Choose 1 friendly (Clan) Unit. During this turn, it may choose an active enemy Unit that is Lv.4 or lower as its attack target.
Undying Persistence [GD02-109] | command | set GD02, red, lv 4, cost 1, clan/newtype | 【Main】/【Action】Choose 1 enemy Unit. Deal 1 damage to it.
【Pilot】[Shiiko Sugai]
Awakened Power [GD02-110] | command | set GD02, purple, lv 6, cost 2 | 【Main】Choose 1 Unit card that is Lv.5 or lower from your trash. Pay its cost to deploy it.
Decisive Last Resort [GD02-111] | command | set GD02, purple, lv 5, cost 4 | 【Burst】Choose 1 enemy Unit that is Lv.3 or lower. Deal 2 damage to it.
【Main】Choose 6 purple Unit cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit. Destroy it.
Momentary Respite [GD02-112] | command | set GD02, purple, lv 4, cost 3 | 【Burst】Draw 1.
【Main】Choose 1 purple Pilot card from your trash. Add it to your hand.
Sisterly Care [GD02-113] | command | set GD02, purple, lv 4, cost 2, teiwaz | 【Main】/【Action】If a friendly (Teiwaz) Link Unit is in play, choose 1 enemy Unit with 2 or less AP. Destroy it.
【Pilot】[Amida Arca]
It's Name is Ryusei-Go [GD02-114] | command | set GD02, purple, lv 2, cost 1, tekkadan/alaya-vijnana | 【Main】/【Action】Choose 1 damaged friendly Unit. It gets AP+2 during this turn.
【Pilot】[Norba Shino]
Familial Devotion [GD02-115] | command | set GD02, purple, lv 2, cost 1, vulture | 【Main】/【Action】Choose 1 friendly (Vulture) Unit. It gets AP+2 during this turn.
【Pilot】[Witz Sou]
Comrades Come First [GD02-116] | command | set GD02, purple, lv 3, cost 1, vulture | 【Main】If there are 7 or more cards in your trash, choose 1 friendly (Vulture) Unit. During this turn, it may choose an active enemy Unit that is Lv.4 or lower as its attack target.
【Pilot】[Roybea Loy]
A New Sign [GD02-117] | command | set GD02, white, lv 4, cost 3 | 【Burst】Choose 1 (AEUG) Base card from your trash. Add it to your hand.
【Main】Draw 3. Then, discard 2.
Heart Set on Revenge [GD02-118] | command | set GD02, white, lv 3, cost 1, gjallarhorn | 【Action】Choose 1 enemy Unit with 4 or less HP battling a friendly Unit with <Blocker>. Return it to its owner's hand.
【Pilot】[Ein Dalton]
Persistent and Fortudinous [GD02-119] | command | set GD02, white, lv 2, cost 1, gjallarhorn | 【Action】If you have a (Gjallarhorn) Link Unit in play, choose 1 enemy Unit. It gets AP-3 during this battle.
【Pilot】[Carta Issue]
Aspiring Pilot [GD02-120] | command | set GD02, white, lv 3, cost 1, aeug | 【Action】Choose 1 of your (AEUG) Units/Bases. It recovers 2 HP.
【Pilot】[Fa Yuiry]
Dominion [GD02-121] | base | set GD02, blue, lv 4, cost 1, HP 5, earth alliance/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 friendly blue Unit. It recovers 2 HP.
Alexandria [GD02-122] | base | set GD02, blue, lv 3, cost 2, HP 5, titans/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 rested enemy Unit that is Lv.4 or lower. Deal 1 damage to it.
Sodon [GD02-123] | base | set GD02, green, lv 3, cost 2, HP 5, zeon/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 friendly Unit token. During this turn, it may choose an active enemy Unit with 5 or less AP as its attack target.
Diva [GD02-124] | base | set GD02, green, lv 3, cost 1, HP 5, earth federation/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
During your turn, while you are Lv.7 or higher, all friendly green (Earth Federation) Units get AP+1.
Gwadan [GD02-125] | base | set GD02, red, lv 4, cost 2, HP 5, neo zeon/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, you may discard 1 red card. If you do, draw 1.
Shuji's Hideout [GD02-126] | base | set GD02, red, lv 3, cost 1, HP 5, clan/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Destroyed】Choose 1 enemy Unit that is Lv.4 or lower. Deal 1 damage to it.
Freeden [GD02-127] | base | set GD02, purple, lv 2, cost 1, HP 5, vulture/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Destroyed】Place the top 2 cards of your deck into your trash.
Hammerhead [GD02-128] | base | set GD02, purple, lv 4, cost 2, HP 5, teiwaz/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn and a friendly (Teiwaz) Link Unit is in play, choose 1 enemy Unit with 2 or less AP. Destroy it.
Argama [GD02-129] | base | set GD02, white, lv 3, cost 1, HP 5, aeug/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
This Base can't receive enemy effect damage.
Sleipnir [GD02-130] | base | set GD02, white, lv 4, cost 2, HP 5, gjallarhorn/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if a friendly (Gjallarhorn) Unit is in play, choose 1 enemy Unit. It gets AP-2 during this turn.
Gundam NT-1 [GD03-001] | unit | set GD03, blue, lv 5, cost 4, AP 4, HP 4, earth federation | (At the end of your turn, this Unit recovers the specified number of HP.) 【When Paired】Choose 1 rested enemy Unit. Deal 1 damage to it. When this effect destroys an enemy Unit, draw 1. The-O [GD03-002] | unit | set GD03, blue, lv 7, cost 5, AP 5, HP 5, titans/jupitris | (At the end of your turn, this Unit recovers the specified number of HP.) 【During Pair】When one of your other Units with attacks, choose 1 enemy Unit whose Lv. is equal to or lower than that Unit. Rest it. Messala [GD03-003] | unit | set GD03, blue, lv 6, cost 4, AP 5, HP 4, titans/jupitris | (Rest this Unit to change the attack target to it.) (At the end of your turn, this Unit recovers the specified number of HP.) Hambrabi [GD03-004] | unit | set GD03, blue, lv 5, cost 4, AP 5, HP 3, titans | 【Attack】If you have 2 or more other (Titans) Units in play, choose 1 enemy Unit with 5 or less HP. Rest it. Kshatriya Besserung [GD03-005] | unit | set GD03, blue, lv 6, cost 5, AP 4, HP 4, neo zeon | (At the end of your turn, this Unit recovers the specified number of HP.) 【Deploy】Draw 1. Penelope (Middle Form) [GD03-006] | unit | set GD03, blue, lv 6, cost 5, AP 4, HP 4, earth federation | 【Deploy】Choose 1 to 2 enemy Units with 3 or less HP. Rest them. Gundam NT-1 Full Armor [GD03-007] | unit | set GD03, blue, lv 3, cost 2, AP 2, HP 3, earth federation | 【Destroyed】Choose 1 enemy Unit with 3 or less HP. Rest it. Bolinoak Sammahn [GD03-008] | unit | set GD03, blue, lv 4, cost 2, AP 3, HP 3, titans/jupitris | 【During Pair】This Unit gains . (At the end of your turn, this Unit recovers the specified number of HP.) Palace Athene [GD03-009] | unit | set GD03, blue, lv 5, cost 3, AP 5, HP 3, titans/jupitris | 【Deploy】You may choose 2 (Titans) cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit that is Lv.4 or lower. Rest it. Full Armor Unicorn Gundam (Destroy Mode) [GD03-010] | unit | set GD03, blue, lv 8, cost 6, AP 6, HP 6, civilian | (At the end of your turn, this Unit recovers the specified number of HP.) GM Sniper II [GD03-011] | unit | set GD03, blue, lv 2, cost 2, AP 2, HP 3, earth federation | - Messala (MA Mode) [GD03-012] | unit | set GD03, blue, lv 3, cost 2, AP 3, HP 2, titans/jupitris | (At the end of your turn, this Unit recovers the specified number of HP.) Hizack [GD03-013] | unit | set GD03, blue, lv 2, cost 2, AP 2, HP 2, titans/jupitris | While you have another (Jupitris) Unit in play, this Unit gets AP+1 and . (At the end of your turn, this Unit recovers the specified number of HP.) Hizack Custom [GD03-014] | unit | set GD03, blue, lv 3, cost 2, AP 3, HP 2, titans | While you have 2 or more (Titans) Units in play, this card in your hand gets cost -1. Baund Doc [GD03-015] | unit | set GD03, blue, lv 6, cost 5, AP 4, HP 5, titans | 【Activate・Main】【Once per Turn】Exile 3 (Titans) cards from your trash: This Unit gains during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Full Armor Unicorn Gundam (Unicorn Mode) [GD03-016] | unit | set GD03, blue, lv 5, cost 3, AP 5, HP 4, civilian | - Kämpfer [GD03-017] | unit | set GD03, green, lv 4, cost 3, AP 4, HP 3, zeon/cyclops team | 【Burst】Choose 1 (Cyclops Team) Pilot card from your trash. Add it to your hand. 【When Paired・(Cyclops Team) Pilot】All your (Cyclops Team) Units may choose an active enemy Unit with 5 or less AP as their attack target during this turn. Altron Gundam [GD03-018] | unit | set GD03, green, lv 8, cost 6, AP 5, HP 6, g team | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Attack】Choose 1 enemy Unit with . Deal 5 damage to it. Gundam AGE-2 Normal [GD03-019] | unit | set GD03, green, lv 5, cost 4, AP 4, HP 4, earth federation/age system | 【During Pair】Enemy Units choose this rested Unit as their attack target if possible when attacking. 【When Linked】Place 1 EX Resource. Zaku Ⅱ FZ [GD03-020] | unit | set GD03, green, lv 2, cost 2, AP 1, HP 2, zeon/cyclops team | 【When Paired】If there are 4 or more (Cyclops Team) cards in your trash, deploy 2 rested [Ad Balloon]((Civilian)・AP0・HP1・This Unit can't be set as active or paired with a Pilot) Unit tokens. While you have a Unit with "Ad Balloon" in its card name in play, this Unit can't receive enemy battle damage. Gundam Deathscythe Hell [GD03-021] | unit | set GD03, green, lv 8, cost 7, AP 6, HP 5, g team | 【Deploy】Choose 1 of your (Operation Meteor)/(G Team) Units. During this turn, it may choose an active enemy Unit as its attack target. Gundam Kyrios [GD03-022] | unit | set GD03, green, lv 5, cost 3, AP 5, HP 3, cb/gn drive | 【During Link】During your turn, when this Unit destroys an enemy Unit with battle damage, deal 1 damage to all enemy Units that are Lv.3 or lower. G-Bouncer [GD03-023] | unit | set GD03, green, lv 4, cost 3, AP 4, HP 3, earth federation | When you place an EX Resource, choose 1 of your (AGE System) Units. It gains during this turn. (This Unit can't be blocked.) Hy-Gogg [GD03-024] | unit | set GD03, green, lv 3, cost 2, AP 3, HP 2, zeon/cyclops team | 【When Linked】If you have another (Cyclops Team) Unit in play, deploy 1 rested [Hy-Gogg]((Cyclops Team)・AP2・HP1) Unit token. Gundam Sandrock Custom [GD03-025] | unit | set GD03, green, lv 6, cost 5, AP 5, HP 4, g team | Enemy Units choose one of your rested (Maganac Corps) Units as their attack target if possible when attacking. Gundam Dynames [GD03-026] | unit | set GD03, green, lv 5, cost 3, AP 4, HP 4, cb/gn drive | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Z’Gok E [GD03-027] | unit | set GD03, green, lv 3, cost 2, AP 3, HP 3, zeon/cyclops team | - Auda's Maganac [GD03-028] | unit | set GD03, green, lv 3, cost 2, AP 2, HP 3, maganac corps | 【Attack】If you are attacking an enemy Unit, this Unit gets AP+2 during this battle. Gundam Heavyarms Custom [GD03-029] | unit | set GD03, green, lv 6, cost 5, AP 4, HP 5, g team | During your turn, when this Unit destroys an enemy Unit with battle damage, deal 2 damage to all enemy Units with . Gundam Kyrios (Tail Unit Flight Mode) [GD03-030] | unit | set GD03, green, lv 3, cost 3, AP 3, HP 4, cb/gn drive | While you have a (CB) Link Unit in play, this card in your hand gets cost -1. Gundam AGE-1 Flat [GD03-031] | unit | set GD03, green, lv 4, cost 2, AP 4, HP 3, earth federation/age system | - Zaku (Four Snake Eyes') [YETI] (GQ) [GD03-032] | unit | set GD03, green, lv 2, cost 1, AP 2, HP 2, clan | - Providence Gundam [GD03-033] | unit | set GD03, red, lv 7, cost 5, AP 5, HP 5, zaft | 【During Pair・(ZAFT) Pilot】During your turn, all your (ZAFT) Units get AP+2. 【Attack】Choose 1 enemy Unit. Deal 1 damage to it for each 4 AP this Unit has. GQuuuuuuX (Omega Psycommu) [GD03-034] | unit | set GD03, red, lv 8, cost 7, AP 6, HP 5, clan | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【Deploy】Choose 1 enemy Unit. Deal 3 damage to it. GFreD [GD03-035] | unit | set GD03, red, lv 6, cost 4, AP 4, HP 5, zeon | 【Activate・Main】【Once per Turn】①, exile 1 Pilot card from your trash: Deal 1 damage to all enemy Units. 【When Linked】During this turn, this Unit may choose an active enemy Unit with AP equal to or less than this Unit as its attack target. Ξ Gundam (Flight Form) [GD03-036] | unit | set GD03, red, lv 5, cost 4, AP 4, HP 4, mafty | 【When Linked】Deal 1 damage to all enemy Units. Bertigo [GD03-037] | unit | set GD03, red, lv 5, cost 4, AP 4, HP 4, sra | 【During Link】During your turn, while this Unit is battling an enemy Unit with a 【Destroyed】 effect, it gains . (While this Unit is attacking, it deals damage before the enemy Unit.) GuAIZ (Commander Type) [GD03-038] | unit | set GD03, red, lv 4, cost 3, AP 4, HP 3, zaft | 【Activate・Main】 (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.) During your turn, when this Unit is rested by an effect, choose 1 of your (ZAFT) Units. It gets AP+2 during this turn. Red Gundam [GD03-039] | unit | set GD03, red, lv 4, cost 2, AP 2, HP 4, clan | 【Deploy】Choose 1 other active friendly (Clan) Unit. Rest it. If you do, choose 1 enemy Unit with 2 or less AP. Deal 2 damage to it. Gundam Virsago & Gundam Ashtaron [GD03-040] | unit | set GD03, red, lv 5, cost 3, AP 3, HP 5, new une | 【During Link】This Unit gains . (This Unit can't be blocked.) Patulia [GD03-041] | unit | set GD03, red, lv 7, cost 6, AP 5, HP 6, sra | 【Deploy】Deal 3 damage to all Bases. Duel Gundam (Assault Shroud) [GD03-042] | unit | set GD03, red, lv 5, cost 3, AP 3, HP 4, zaft | While this Unit has 5 or more AP, it may choose an active enemy Unit that is Lv.5 or lower as its attack target. Messer Type-F02 [GD03-043] | unit | set GD03, red, lv 4, cost 3, AP 3, HP 2, mafty | 【When Paired】Choose 1 enemy Unit. Deal 1 damage to it. Daughtress Flyer [GD03-044] | unit | set GD03, red, lv 3, cost 2, AP 2, HP 3, new une | 【Deploy】Deploy 1 rested [Daughtress]((New UNE)・AP0・HP1) Unit token. Balient [GD03-045] | unit | set GD03, red, lv 3, cost 2, AP 2, HP 4, new une | While you have a Unit token in play, this Unit gets AP+1. CGUE [GD03-046] | unit | set GD03, red, lv 2, cost 2, AP 2, HP 3, zaft | - DINN (Commander Type) [GD03-047] | unit | set GD03, red, lv 4, cost 2, AP 3, HP 4, zaft | - GFreD [GD03-048] | unit | set GD03, red, lv 4, cost 2, AP 4, HP 2, zeon | 【Burst】If there are 3 or less enemy Shields, deploy 1 rested [GFreD]((Zeon)・AP4・HP3) Unit token. Gundam Exia (Trans-Am) [GD03-049] | unit | set GD03, purple, lv 7, cost 6, AP 6, HP 4, cb/gn drive | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) When this Unit destroys an enemy shield area card with battle damage, if there are 10 or more (CB) cards in your trash, choose 1 enemy Unit with the lowest HP. Destroy it. Gundam Barbatos Lupus [GD03-050] | unit | set GD03, purple, lv 7, cost 6, AP 5, HP 5, tekkadan/gundam frame | 【Activate・Main】Choose 3 (Tekkadan)/(Teiwaz) Unit cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit. Deal 2 damage to it. Gundam X Divider [GD03-051] | unit | set GD03, purple, lv 6, cost 4, AP 4, HP 4, vulture | 【When Linked】You may choose 1 Unit card that is Lv.4 or lower from your trash. Pay its cost to deploy it. Gundam Virtue [GD03-052] | unit | set GD03, purple, lv 5, cost 4, AP 3, HP 3, cb/gn drive | 【Activate・Main】 (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.) When this Unit deals battle damage to an enemy Unit that is Lv.5 or lower, if you have a (CB) Pilot in play, destroy that enemy Unit. Gundam Gusion Rebake Full City [GD03-053] | unit | set GD03, purple, lv 6, cost 5, AP 5, HP 4, tekkadan/gundam frame | (Rest this Unit to change the attack target to it.) 【During Pair】【Once per Turn】During your turn, when one of your (Tekkadan)/(Teiwaz) Units receives effect damage, choose 1 enemy Unit that is Lv.4 or lower. Rest it. Zeydra [GD03-054] | unit | set GD03, purple, lv 6, cost 5, AP 4, HP 5, vagan | (This Unit can't be blocked.) 【When Paired・(X-Rounder) Pilot】You may choose 4 (Vagan) cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit that is Lv.4 or lower. Destroy it. Gundam Hajiroboshi (2nd Form) [GD03-055] | unit | set GD03, purple, lv 4, cost 2, AP 4, HP 3, civilian/gundam frame | 【When Paired・Purple Pilot】Choose 1 enemy Unit that is Lv.2 or lower. Destroy it. Gundam Barbatos Adapt [GD03-056] | unit | set GD03, purple, lv 4, cost 2, AP 2, HP 4, tekkadan/gundam frame | 【Deploy】Choose 1 of your Units and 1 enemy Unit. Deal 1 damage to them. GN Armor (Type-E) [GD03-057] | unit | set GD03, purple, lv 6, cost 4, AP 5, HP 4, cb/gn drive | (Rest this Unit to change the attack target to it.) Farsia [GD03-058] | unit | set GD03, purple, lv 2, cost 2, AP 2, HP 2, ue/vagan | This card in your trash gets cost -1. Zedas R [GD03-059] | unit | set GD03, purple, lv 4, cost 3, AP 4, HP 3, vagan | 【Attack】You may choose 1 (Vagan) card from your trash. Exile it from the game. If you do, choose 1 of your (Vagan) Units. It gets AP+2 during this turn. CGS Mobile Worker (Commander Type) [GD03-060] | unit | set GD03, purple, lv 2, cost 2, AP 0, HP 2, tekkadan | 【Once per Turn】During your turn, when this Unit receives effect damage, deploy 1 rested [CGS Mobile Worker]((Tekkadan)・AP1・HP1) Unit token. Gundam Barbatos 6th Form [GD03-061] | unit | set GD03, purple, lv 6, cost 5, AP 5, HP 4, tekkadan/gundam frame | While this Unit has 1 HP, it gains . (At the end of your turn, this Unit recovers the specified number of HP.) GX-Bit [GD03-062] | unit | set GD03, purple, lv 4, cost 2, AP 3, HP 3, old une/vulture | 【Deploy】If you deploy this Unit from your trash, choose 1 enemy Unit with 4 or less AP. Deal 2 damage to it. 0 Gundam [GD03-063] | unit | set GD03, purple, lv 2, cost 1, AP 2, HP 2, cb/gn drive | - Defurse [GD03-064] | unit | set GD03, purple, lv 5, cost 4, AP 2, HP 5, ue/vagan | 【Deploy】You may choose 1 (X-Rounder) card from your trash and add it to your hand. If you do, discard 1. Zedas M [GD03-065] | unit | set GD03, purple, lv 3, cost 2, AP 3, HP 3, vagan | - Gundam Barbatos 5th Form (Ground Type) [GD03-066] | unit | set GD03, purple, lv 5, cost 3, AP 5, HP 4, tekkadan/gundam frame | - Rouei [GD03-067] | unit | set GD03, purple, lv 4, cost 3, AP 3, HP 4, teiwaz/tekkadan | 【Deploy】You may choose 1 of your Units. Deal 1 damage to it. It gets AP+1 during this turn. Gundam Hajiroboshi [GD03-068] | unit | set GD03, purple, lv 3, cost 2, AP 3, HP 3, civilian/gundam frame | While a friendly Base is in play, this Unit gains . (Rest this Unit to change the attack target to it.) Graham's Union Flag Custom [GD03-069] | unit | set GD03, white, lv 4, cost 3, AP 4, HP 2, superpower bloc | (This Unit can't be blocked.) 【During Link】At the end of the turn when this Unit is paired with a Pilot, set it as active. Freedom Gundam [GD03-070] | unit | set GD03, white, lv 6, cost 5, AP 4, HP 5, triple ship alliance | While this Unit is rested, friendly Shields can't receive battle damage from enemy Units. Z Gundam (Biosensor) [GD03-071] | unit | set GD03, white, lv 7, cost 5, AP 5, HP 5, aeug | 【Deploy】Choose 1 enemy Unit. For each (AEUG) Unit card in your trash, it gets AP-1 during this turn. Aile Strike Gundam [GD03-072] | unit | set GD03, white, lv 4, cost 3, AP 3, HP 4, triple ship alliance | (Rest this Unit to change the attack target to it.) 【Deploy】If you have another (Triple Ship Alliance) Unit in play, draw 1. Then, discard 1. Graze Ein [GD03-073] | unit | set GD03, white, lv 7, cost 5, AP 6, HP 4, gjallarhorn | (Rest this Unit to change the attack target to it.) 【During Link】【Activate・Action】【Once per Turn】If there are 6 or more (Gjallarhorn) cards in your trash, choose 1 enemy Unit battling this Unit. It gets AP-3 during this battle. Tieren Taozi [GD03-074] | unit | set GD03, white, lv 3, cost 2, AP 3, HP 1, superpower bloc | 【During Pair】While you have another (Superpower Bloc) Unit in play, enemy Units choose this rested Unit as their attack target if possible when attacking. Super Gundam [GD03-075] | unit | set GD03, white, lv 5, cost 4, AP 4, HP 4, aeug | 【During Link】【Attack】Choose 1 enemy Unit with no paired Pilot. It gets AP-2 during this turn. Freedom Gundam (METEOR) [GD03-076] | unit | set GD03, white, lv 8, cost 6, AP 6, HP 6, triple ship alliance | 【Once per Turn】During your turn, when your (Triple Ship Alliance) Unit deals battle damage to an enemy Unit, you may return the enemy Unit to its owner's hand. Justice Gundam (METEOR) [GD03-077] | unit | set GD03, white, lv 8, cost 7, AP 6, HP 6, triple ship alliance | 【When Linked】Choose 1 to 3 enemy Units with 3 or less HP. Return them to their owners' hands. Tieren High Mobility Type [GD03-078] | unit | set GD03, white, lv 2, cost 2, AP 3, HP 1, superpower bloc | 【During Link】【Destroyed】Return the card paired with this Unit to your hand. G-Defenser [GD03-079] | unit | set GD03, white, lv 3, cost 2, AP 3, HP 2, aeug | When you rest your Base with one of your Units' effects, you may rest this Unit instead. Gundam Kimaris Trooper (Trooper Mode) [GD03-080] | unit | set GD03, white, lv 6, cost 4, AP 5, HP 4, gjallarhorn/gundam frame | 【When Linked】Choose 1 (Gjallarhorn) Command card from your trash. Add it to your hand. AEU Enact Demonstration Color [GD03-081] | unit | set GD03, white, lv 2, cost 1, AP 2, HP 1, superpower bloc | This Unit can only attack during a turn when one of your (Superpower Bloc)/(UN) Units is deployed. Union Flag [GD03-082] | unit | set GD03, white, lv 3, cost 2, AP 4, HP 1, superpower bloc | While you have 2 or more (Superpower Bloc)/(UN) Units in play, this card in your hand gets cost -1. AEU Hellion [GD03-083] | unit | set GD03, white, lv 1, cost 1, AP 1, HP 1, superpower bloc | (Rest this Unit to change the attack target to it.) Paptimus Scirocco [GD03-084] | pilot | set GD03, blue, lv 5, cost 1, titans/jupitris/newtype | 【Burst】Add this card to your hand. 【When Linked】Choose 1 of your other Units. It gains during this turn. Then, if it is a (Jupitris) Unit, draw 1. (At the end of your turn, this Unit recovers the specified number of HP.) Christina Mackenzie [GD03-085] | pilot | set GD03, blue, lv 3, cost 1, earth federation | 【Burst】Add this card to your hand. When playing this card from your hand and pairing it with a Unit with "Gundam NT-1" in its card name, play this card as if it has 0 cost. Yazan Gable [GD03-086] | pilot | set GD03, blue, lv 4, cost 1, titans | 【Burst】Add this card to your hand. 【Attack】Choose 1 of your (Titans) Units whose Lv. is equal to or lower than this Unit. It gets AP+1 during this turn. Sarah Zabiarov [GD03-087] | pilot | set GD03, blue, lv 3, cost 1, titans/jupitris/newtype | 【Burst】Add this card to your hand. 【When Linked】Choose 1 enemy Unit that is Lv.3 or lower. Rest it. Asemu Asuno [GD03-088] | pilot | set GD03, green, lv 4, cost 1, earth federation/asuno family | 【Burst】Add this card to your hand. 【During Link】If this is an (AGE System) Unit, it gets AP+1 and . (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Bernard Wiseman [GD03-089] | pilot | set GD03, green, lv 2, cost 1, zeon/cyclops team | 【Burst】Add this card to your hand. Increase this Unit's AP by an amount equal to the number of (Cyclops Team) Pilot cards/Command cards with unique names in your trash. Mikhail Kaminsky [GD03-090] | pilot | set GD03, green, lv 4, cost 1, zeon/cyclops team | 【Burst】Add this card to your hand. 【Attack】Choose 1 of your (Cyclops Team) Units. It gains during this turn. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Rau Le Creuset [GD03-091] | pilot | set GD03, red, lv 4, cost 1, zaft | 【Burst】Add this card to your hand. 【When Linked】Choose 1 (ZAFT) Base card from your trash. Add it to your hand. Nyaan [GD03-092] | pilot | set GD03, red, lv 4, cost 1, zeon/newtype | 【Burst】Add this card to your hand. 【When Linked】Place the top card of your deck into your trash. If you placed a (Zeon)/(Clan) card with this effect, choose 1 enemy Unit. Deal 1 damage to it. Carris Nautilus [GD03-093] | pilot | set GD03, red, lv 4, cost 1, sra/newtype | 【Burst】Add this card to your hand. While no enemy Base is in play, this Unit gets AP+1. Zeheart Galette [GD03-094] | pilot | set GD03, purple, lv 5, cost 1, vagan/x-rounder | 【Burst】Add this card to your hand. 【When Paired】Place the top 2 cards of your deck into your trash. If you placed a (Vagan) card with this effect, choose 1 enemy Unit. It gets AP-2 during this turn. Azee Gurumin [GD03-095] | pilot | set GD03, purple, lv 4, cost 1, teiwaz | 【Burst】Add this card to your hand. 【Once per Turn】When this Unit receives effect damage, choose 1 enemy Unit. It gets AP-1 during this turn. Jamil Neate [GD03-096] | pilot | set GD03, purple, lv 4, cost 1, vulture/newtype | 【Burst】Add this card to your hand. 【During Link】【Attack】You may discard 1. If you do, draw 1. Wistario Afam [GD03-097] | pilot | set GD03, purple, lv 4, cost 1, civilian | 【Burst】Add this card to your hand. 【During Link】【Once per Turn】During your turn, when this Unit destroys an enemy Unit with battle damage, look at the top 2 cards of your deck and return 1 to the top. Place the remaining card into your trash. Graham Aker [GD03-098] | pilot | set GD03, white, lv 4, cost 1, superpower bloc/un | 【Burst】Add this card to your hand. 【During Link】When this rested Unit is set as active by an effect, choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand. Emma Sheen [GD03-099] | pilot | set GD03, white, lv 3, cost 1, aeug | 【Burst】Add this card to your hand. 【During Link】【Destroyed】If a friendly white Base is in play, choose 1 enemy Unit whose Lv. is equal to or lower than this Unit. Return it to its owner's hand. Soma Peries [GD03-100] | pilot | set GD03, white, lv 3, cost 1, superpower bloc/un/super soldier | 【Burst】Add this card to your hand. 【Destroyed】Choose 1 enemy Unit. It gets AP-3 during this turn. A Healthy Curiosity [GD03-101] | command | set GD03, blue, lv 3, cost 1 | 【Main】Draw 1. Then, if there are 2 or more cards with "A Healthy Curiosity" in their card name in your trash, choose 1 enemy Unit with 4 or less HP. Rest it. Privileged Position [GD03-102] | command | set GD03, blue, lv 6, cost 2 | 【Burst】Draw 1. 【Action】Choose 1 of your (Titans) Link Units battling an enemy Unit. Set it as active. Field Directive [GD03-103] | command | set GD03, blue, lv 4, cost 1 | 【Burst】Choose 1 enemy Unit with 2 or less HP. Rest it. 【Main】If 3 or more enemy Units are in play, choose 1 rested enemy Unit. Deal 2 damage to it. Reccoa's Shadow [GD03-104] | command | set GD03, blue, lv 3, cost 1, titans/jupitris | 【Main】/【Action】Choose 1 enemy Unit with 3 or less HP. Rest it. If a friendly (Jupitris) Link Unit is in play, choose 1 to 2 enemy Units with 3 or less HP instead. 【Pilot】[Reccoa Londe] Bridge Crew [GD03-105] | command | set GD03, green, lv 4, cost 1 | 【Burst】Add this card to your hand. 【Main】Choose 1 friendly Unit. During this turn, it may choose an active enemy Unit that has no Pilot paired with it as its attack target. M.A.V. Tactics [GD03-106] | command | set GD03, green, lv 6, cost 4 | 【Main】Deploy 1 rested [GQuuuuuuX (Omega Psycommu)]((Clan)・AP3・HP2) Unit token and 1 rested [Red Gundam]((Clan)・AP2・HP3) Unit token. Over the River and Through the Woods [GD03-107] | command | set GD03, green, lv 4, cost 1, zeon/cyclops team | 【Main】Choose 1 enemy Unit that is Lv.5 or lower. Deal damage to it equal to the number of friendly Unit tokens in play. 【Pilot】[Hardie Steiner] How Many Miles to the Battlefield? [GD03-108] | command | set GD03, green, lv 3, cost 1, zeon/cyclops team | 【Main】Deploy 1 [Hy-Gogg]((Cyclops Team)・AP2・HP1) Unit token. 【Pilot】[Gabriel Ramirez Garcia] Improved Technique [GD03-109] | command | set GD03, red, lv 3, cost 3 | 【Burst】Activate this card's 【Main】. 【Main】/【Action】Choose 1 enemy Unit that is Lv.4 or lower. Deal 3 damage to it. If there are 2 or more cards with "Improved Technique" in their card name in your trash, choose 1 enemy Unit instead. Eliminate Target [GD03-110] | command | set GD03, red, lv 6, cost 1 | 【Main】/【Action】Choose 1 Pilot paired with an enemy Unit that is Lv.5 or lower. Destroy it. Infiltrator Present [GD03-111] | command | set GD03, red, lv 3, cost 1, mafty | 【Main】/【Action】Choose 1 friendly (Mafty) Unit. It gets AP+3 during this turn. 【Pilot】[Emeralda Zubin] Warped Intent [GD03-112] | command | set GD03, red, lv 4, cost 1 | 【Burst】Add this card to your hand. 【Main】/【Action】During this turn, all Units paired with a Pilot get AP+2. Human Karma [GD03-113] | command | set GD03, red, lv 3, cost 2 | 【Main】/【Action】Choose 1 active friendly Unit. Rest it. If you do, choose 1 enemy Unit whose Lv. is equal to or lower than the Unit rested with this ability. Deal 3 damage to it. Look of Determination [GD03-114] | command | set GD03, purple, lv 2, cost 2 | 【Burst】Activate this card's 【Action】. 【Action】Choose 1 active enemy Unit that is Lv.2 or lower. Destroy it. If there are 10 or more cards in your trash, choose 1 active enemy Unit that is Lv.4 or lower instead. Distant Reunion [GD03-115] | command | set GD03, purple, lv 3, cost 1, civilian/vagan/x-rounder | 【Action】Choose 1 friendly Unit paired with an (X-Rounder) Pilot. It can't receive battle damage from enemy Units with 2 or less AP during this battle. If you are Lv.7 or higher, it can't receive battle damage from enemy Units with 5 or less AP instead. 【Pilot】[Yurin L'Ciel] Towards Destiny [GD03-116] | command | set GD03, purple, lv 3, cost 1 | 【Main】/【Action】Choose 1 friendly (Vagan) Unit and 1 enemy Unit. Deal 2 damage to them. Orga's Order [GD03-117] | command | set GD03, purple, lv 3, cost 1 | 【Main】If 1 to 4 enemy Units are in play, deploy 1 [Graze Custom]((Tekkadan)・AP2・HP2) Unit token. If 5 or more are in play, deploy 1 [Gundam Barbatos 4th Form]((Tekkadan)・AP4・HP4) Unit token. Awakened Potential [GD03-118] | command | set GD03, white, lv 4, cost 1 | 【Burst】Add this card to your hand. 【Action】Choose 1 rested enemy Unit that is Lv.4 or lower. Return it to its owner's hand. Then, if there are 2 or more cards with "Awakened Potential" in their card name in your trash, you may choose 1 friendly Unit. It gains during this turn. (Rest this Unit to change the attack target to it.) Awkward Approach [GD03-119] | command | set GD03, white, lv 3, cost 1 | 【Main】Choose 1 rested friendly Base. Set it as active. If you do, all enemy Units get AP-1 during this turn. Immortal Colasour [GD03-120] | command | set GD03, white, lv 2, cost 1, superpower bloc/un | 【Main】During this turn, if a friendly (Superpower Bloc)/(UN) Unit destroys an enemy Unit with battle damage, choose 1 rested friendly (Superpower Bloc)/(UN) Unit. Set it as active. It can't attack during this turn. 【Pilot】[Patrick Colasour] Unheralded Attack [GD03-121] | command | set GD03, white, lv 1, cost 1, aeug/newtype | 【Action】Choose 1 friendly Base and 1 enemy Unit with 3 or less HP. Rest them. 【Pilot】[Katz Kobayashi] Veteran Tactics [GD03-122] | command | set GD03, white, lv 2, cost 1, superpower bloc/un | 【Action】Choose 1 enemy Unit that is Lv.3 or lower. Return it to its owner's hand. 【Pilot】[Sergei Smirnov] Jupitris [GD03-123] | base | set GD03, blue, lv 3, cost 1, HP 5, titans/jupitris/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if a friendly (Jupitris) Unit is in play, choose 1 enemy Unit that is Lv.3 or lower. Rest it. Ribo Colony [GD03-124] | base | set GD03, blue, lv 3, cost 1, HP 5, earth federation/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】When you pair a Pilot that is Lv.3 or lower with one of your Units, choose 1 enemy Unit with 3 or less HP. Rest it. Peacemillion [GD03-125] | base | set GD03, green, lv 6, cost 1, HP 6, g team/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】During your turn, when a friendly (Operation Meteor)/(G Team) Unit that is Lv.6 or higher destroys an enemy Unit with battle damage, that friendly Unit may recover 2 HP. Cyclops Team [GD03-126] | base | set GD03, green, lv 4, cost 1, HP 5, zeon/cyclops team | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. All friendly Unit tokens get AP+1 during your opponent's turn. Jachin Due [GD03-127] | base | set GD03, red, lv 6, cost 1, HP 6, zaft/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, Choose 1 friendly (ZAFT) Unit. It gets AP+3 during this turn. Doritea [GD03-128] | base | set GD03, red, lv 4, cost 1, HP 5, new une/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】During your opponent's turn, when one of your Units is rested by one of your opponent's effects, choose 1 enemy Unit. Deal 1 damage to it. Hotarubi [GD03-129] | base | set GD03, purple, lv 4, cost 1, HP 5, tekkadan/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. During your turn, when one of your friendly (Tekkadan)/(Teiwaz) Units receives effect damage, you may rest this Base. If you do, place the top card of your deck into your trash. Downes [GD03-130] | base | set GD03, purple, lv 5, cost 2, HP 5, vagan/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, you may choose 1 (Vagan) Unit card that is Lv.4 or lower from your trash. Pay its cost to deploy it. Eternal [GD03-131] | base | set GD03, white, lv 5, cost 2, HP 5, triple ship alliance/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if you have 2 or more (Triple Ship Alliance) Units in play, choose 1 enemy Unit that is Lv.4 or lower. Return it to its owner's hand. Radish [GD03-132] | base | set GD03, white, lv 2, cost 1, HP 5, aeug/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Destroyed】If you have an (AEUG) Link Unit in play, choose 1 enemy Unit with 4 or less HP. Rest it. Gundam [GD04-001] | unit | set GD04, blue, lv 6, cost 4, AP 6, HP 3, earth federation/white base team | 【During Link】【Attack】If you are attacking an enemy Unit, you may return a blue Pilot paired with this Unit to its owner's hand. Penelope (Flight Form) [GD04-002] | unit | set GD04, blue, lv 6, cost 5, AP 3, HP 5, earth federation | During your turn, all your (Earth Federation) Units get AP+1. 【Deploy】During this turn, when one of your (Earth Federation) Units destroys an enemy Unit with battle damage, choose 1 enemy Unit with 5 or less HP. Rest it. Victory Gundam [GD04-003] | unit | set GD04, blue, lv 4, cost 3, AP 3, HP 4, league militaire/victory type | 【Attack】If you have 3 or more (League Militaire) Units in play, draw 1. Psycho Gundam Mk-Ⅱ [GD04-004] | unit | set GD04, blue, lv 8, cost 7, AP 4, HP 7, titans | (At the end of your turn, this Unit recovers the specified number of HP.) 【Once per Turn】When you pair a (Cyber-Newtype) Pilot with one of your blue Units, draw 1. GM III [GD04-005] | unit | set GD04, blue, lv 2, cost 2, AP 3, HP 2, earth federation | - V-Dash Gundam [GD04-006] | unit | set GD04, blue, lv 6, cost 4, AP 4, HP 5, league militaire/victory type | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Activate・Main】【Once per Turn】Rest 1 of your other (League Militaire) Units:Choose 1 enemy Unit with 4 or less HP. Rest it. Victory Gundam Hexa [GD04-007] | unit | set GD04, blue, lv 5, cost 4, AP 4, HP 4, league militaire/victory type | 【During Pair】【Attack】Deploy 1 [Parts]((League Militaire)・AP1・HP1・This Unit can't choose the enemy player as its attack target) Unit token. Gundam [GD04-008] | unit | set GD04, blue, lv 5, cost 3, AP 4, HP 4, earth federation/white base team | 【During Link】This Unit gains . (This Unit can't be blocked.) Guncannon (108) & Guncannon (109) [GD04-009] | unit | set GD04, blue, lv 5, cost 4, AP 3, HP 4, earth federation/white base team | 【When Linked】Choose 1 of your other (White Base Team) Units that is Lv.4 or higher. Set it as active. Gaplant [GD04-010] | unit | set GD04, blue, lv 4, cost 2, AP 3, HP 4, titans | - Victory Gundam [GD04-011] | unit | set GD04, blue, lv 3, cost 2, AP 3, HP 2, league militaire/victory type | 【Destroyed】If another friendly (League Militaire) Unit is in play, deploy 1 [Parts]((League Militaire)・AP1・HP1・This Unit can't choose the enemy player as its attack target) Unit token. Core Booster (005) & Core Booster (006) [GD04-012] | unit | set GD04, blue, lv 3, cost 2, AP 3, HP 3, earth federation/white base team | - Core Fighter [GD04-013] | unit | set GD04, blue, lv 4, cost 2, AP 2, HP 3, league militaire/victory type | While this Unit is rested, all your (League Militaire) Unit tokens gain . (Rest this Unit to change the attack target to it.) Shokew [GD04-014] | unit | set GD04, blue, lv 2, cost 2, AP 2, HP 3, league militaire/zanscare | - Gun EZ [GD04-015] | unit | set GD04, blue, lv 3, cost 2, AP 2, HP 3, league militaire/shrike team | 【Deploy】Choose 1 of your active (League Militaire) Units and 1 enemy Unit that is Lv.3 or lower. Rest them. Zoloat (League Militaire) [GD04-016] | unit | set GD04, blue, lv 2, cost 2, AP 3, HP 2, league militaire | (Rest this Unit to change the attack target to it.) This Unit can't choose the enemy player as its attack target. Zeong [GD04-017] | unit | set GD04, green, lv 6, cost 5, AP 4, HP 3, zeon | 【When Paired・(Newtype) Pilot】Deploy 2 [Wire-Guided Arm]((Zeon)・AP2・HP1・This Unit can't be paired with a Pilot) Unit tokens. 【Destroyed】Deploy 1 rested [Zeong (Head)]((Zeon)・AP3・HP1) Unit token. Gundam Pharact [GD04-018] | unit | set GD04, green, lv 6, cost 4, AP 5, HP 4, academy | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Once per Turn】During your turn, when one of your other (Academy) Units receives damage from an enemy, place 1 EX Resource. GN Armor Type-D (Trans-Am) [GD04-019] | unit | set GD04, green, lv 6, cost 5, AP 4, HP 5, cb/gn drive | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Destroyed】Look at the top 3 cards of your deck. You may reveal 1 (CB) Unit card that is Lv.5 or lower among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Gundam Lfrith Ur [GD04-020] | unit | set GD04, green, lv 4, cost 3, AP 4, HP 3, dawn of fold/academy | 【Once per Turn】During your turn, when you play and activate a (Dawn of Fold) Command card using an EX Resource, draw 1. Gundam Lfrith Thorn [GD04-021] | unit | set GD04, green, lv 5, cost 3, AP 4, HP 4, dawn of fold/academy | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) During your turn, when you play and activate a (Dawn of Fold) Command card using an EX Resource, you may pair that card from your trash with one of your Units with "Gundam Lfrith" in its card name. Kikeroga (MS Mode) (GQ) [GD04-022] | unit | set GD04, green, lv 7, cost 4, AP 3, HP 6, zeon | All your Unit tokens gain . (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【During Link】All Units that are Lv.3 or lower other than Unit tokens are deployed rested. Gundam Kyrios (Tail Booster) [GD04-023] | unit | set GD04, green, lv 5, cost 4, AP 5, HP 3, cb/gn drive | 【Deploy】Choose 1 of your Units paired with a (Super Soldier) Pilot. During this turn, it may choose an active enemy Unit that is Lv.4 or lower as its attack target. Gundam Aerial Rebuild [GD04-024] | unit | set GD04, green, lv 7, cost 5, AP 5, HP 5, academy | 【Deploy】Look at the top 3 cards of your deck. You may reveal 1 (Academy) Unit card/Command card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Gundvölva [GD04-025] | unit | set GD04, green, lv 3, cost 2, AP 3, HP 2, dawn of fold/academy | 【Destroyed】During your turn, if you have another (Dawn of Fold) Unit in play, place 1 EX Resource. Garma's Dopp [GD04-026] | unit | set GD04, green, lv 3, cost 1, AP 1, HP 1, zeon | 【Deploy】Look at the top card of your deck. Return it to the top of your deck or place it into your trash. Bigro [GD04-027] | unit | set GD04, green, lv 5, cost 3, AP 5, HP 4, zeon | - Zakrello [GD04-028] | unit | set GD04, green, lv 3, cost 1, AP 4, HP 1, zeon | 【Attack】Choose 1 active enemy Unit. It gains during this turn. (Rest this Unit to change the attack target to it.) Gundam Dynames (GN Full Shield) [GD04-029] | unit | set GD04, green, lv 3, cost 2, AP 2, HP 3, cb/gn drive | 【Once per Turn】If you have a (CB) Pilot in play, when this Unit receives damage from an enemy, reduce it by 1. Chuchu's Demi Trainer [GD04-030] | unit | set GD04, green, lv 3, cost 2, AP 3, HP 2, academy | 【Attack】Choose 1 of your other (Academy) Units. During this turn, it may choose an active enemy Unit that is Lv.3 or lower as its attack target. Heindree [GD04-031] | unit | set GD04, green, lv 2, cost 2, AP 3, HP 2, academy | - Xavier's Gyan Hakuji-Packs (GQ) [GD04-032] | unit | set GD04, green, lv 5, cost 3, AP 4, HP 5, zeon | - Neo Zeong [GD04-033] | unit | set GD04, red, lv 9, cost 8, AP 6, HP 7, neo zeon | When this Unit or one of your (Neo Zeon) Units is deployed, choose 1 enemy Unit. Deal 3 damage to it. 【During Link】All your Units gain (Neo Zeon). Gundam Kyrios [GD04-034] | unit | set GD04, red, lv 4, cost 3, AP 1, HP 4, cb/gn drive | (While this Unit is attacking, it deals damage before the enemy Unit.) 【During Link】This Unit gets AP+2 for each of your rested (CB) Units. Ξ Gundam [GD04-035] | unit | set GD04, red, lv 5, cost 4, AP 4, HP 4, mafty | 【Deploy】Choose 1 of your (Mafty) Units. When it destroys an enemy Unit with battle damage during this turn, if you have 3 or less cards in your hand, draw 1. Gundam Throne Eins [GD04-036] | unit | set GD04, red, lv 6, cost 4, AP 5, HP 2, cb/trinity | 【Deploy】You may choose 1 to 2 of your other active (CB) Units. Rest them. If you do, deal damage equal to the number of Units rested with this effect to all enemy Units that are Lv.6 or lower. Gundam Kyrios (Trans-Am) [GD04-037] | unit | set GD04, red, lv 6, cost 5, AP 5, HP 4, cb/gn drive | While you have a red (Super Soldier) Pilot in play, this Unit gains . (While this Unit is attacking, it deals damage before the enemy Unit.) While you have a green (Super Soldier) Pilot in play, this Unit gains . (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Gundam Exia [GD04-038] | unit | set GD04, red, lv 3, cost 2, AP 2, HP 1, cb/gn drive | 【Deploy】If 2 or more enemy Units are in play, choose 1 enemy Unit that is Lv.2 or lower. Deal 2 damage to it. Rozen Zulu [GD04-039] | unit | set GD04, red, lv 4, cost 6, AP 4, HP 4, neo zeon | If there are 8 or more (Neo Zeon) cards in your trash, this card in your hand gets cost -4. 【Deploy】Choose 1 enemy Unit. Deal 1 damage to it. If it has , deal 3 damage instead. Schuzrum-Galluss [GD04-040] | unit | set GD04, red, lv 4, cost 2, AP 4, HP 3, neo zeon | - Gundam Throne Drei [GD04-041] | unit | set GD04, red, lv 5, cost 2, AP 3, HP 3, cb/trinity | 【Once per Turn】When this Unit is rested by an effect, set it as active. Psycho Gundam (GQ) [GD04-042] | unit | set GD04, red, lv 7, cost 5, AP 4, HP 5, earth federation | 【During Link】【Once per Turn】When damage from one of your Units paired with a (Cyber-Newtype) Pilot destroys an enemy shield area card, choose 1 enemy Unit with 5 or less AP. Deal 2 damage to it. Zssa (Sleeves) [GD04-043] | unit | set GD04, red, lv 3, cost 2, AP 2, HP 3, neo zeon | 【Deploy】Choose 1 enemy Base. Deal 1 damage to it. Gadeel [GD04-044] | unit | set GD04, red, lv 3, cost 2, AP 3, HP 3, new une | 【Attack】If you are attacking a damaged enemy Unit, this Unit gains during this battle. (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) Gundam Throne Zwei [GD04-045] | unit | set GD04, red, lv 4, cost 3, AP 3, HP 4, cb/trinity | 【When Linked】Choose 1 of your (CB) Units. During this turn, it may choose a damaged active enemy Unit as its attack target. Gundam Dynames [GD04-046] | unit | set GD04, red, lv 5, cost 4, AP 4, HP 4, cb/gn drive | 【Deploy】You may rest this Unit. If you do, choose 1 enemy Unit that is Lv.3 or lower. Deal 2 damage to it. Gundam Virtue [GD04-047] | unit | set GD04, red, lv 3, cost 1, AP 3, HP 1, cb/gn drive | - Hambrabi (GQ) [GD04-048] | unit | set GD04, red, lv 5, cost 3, AP 4, HP 4, earth federation | - Gundam DX [GD04-049] | unit | set GD04, purple, lv 8, cost 7, AP 6, HP 6, vulture | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【During Pair】【Attack】If you are attacking the enemy player, you may choose 7 (Vulture) cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit/Base that is Lv.8 or lower. Destroy it. Destiny Gundam [GD04-050] | unit | set GD04, purple, lv 7, cost 5, AP 5, HP 5, zaft/minerva squad | (This Unit can't be blocked.) 【During Pair】【Attack】You may choose 1 (Minerva Squad) Unit card from your trash. Pay its cost to deploy it. Gundam Airmaster Burst [GD04-051] | unit | set GD04, purple, lv 5, cost 4, AP 5, HP 3, vulture | 【During Pair・(Vulture) Pilot】If there are 7 or more cards in your trash, this Unit may choose an active enemy Unit with a keyword effect as its attack target. Gundam Leopard Destroy [GD04-052] | unit | set GD04, purple, lv 6, cost 4, AP 4, HP 5, vulture | 【During Pair】【Attack】You may choose 1 enemy Unit. Deal 2 damage to it and this Unit. Rey's Blaze Zaku Phantom [GD04-053] | unit | set GD04, purple, lv 4, cost 3, AP 4, HP 3, zaft/minerva squad | 【During Link】【Once per Turn】When this Unit receives damage from an enemy, reduce it by 1. Gundam Virtue (Trans-Am) [GD04-054] | unit | set GD04, purple, lv 7, cost 5, AP 2, HP 6, cb/gn drive | When this Unit deals battle damage to an enemy Unit, destroy that enemy Unit. Heine's Gouf Ignited [GD04-055] | unit | set GD04, purple, lv 5, cost 3, AP 5, HP 4, zaft/minerva squad | - Sword Impulse Gundam [GD04-056] | unit | set GD04, purple, lv 4, cost 2, AP 3, HP 3, zaft/minerva squad | 【Deploy】Deal 1 damage to this Unit. If you do, choose 1 enemy Unit with 3 or less AP. Rest it. Gundam Nadleeh [GD04-057] | unit | set GD04, purple, lv 4, cost 3, AP 4, HP 3, cb/gn drive | 【Deploy】Choose 1 enemy Unit that is Lv.6 or lower. During this turn, reduce its AP by an amount equal to the number of Unit cards with "Gundam Virtue" in their card names in your trash. Jamil's Gundam X [GD04-058] | unit | set GD04, purple, lv 3, cost 2, AP 2, HP 1, old une | 【During Pair・(Vulture) Pilot】【Destroyed】If it is your turn, return this Unit's paired Pilot to its owner's hand. Daughtress High Mobility Command Wise Wallaby [GD04-059] | unit | set GD04, purple, lv 2, cost 2, AP 2, HP 2, vulture | - Esperansa [GD04-060] | unit | set GD04, purple, lv 3, cost 2, AP 1, HP 4, vulture | 【Deploy】If you deploy this Unit from your trash, draw 1. G-Falcon [GD04-061] | unit | set GD04, purple, lv 2, cost 2, AP 3, HP 1, vulture | (Rest this Unit to change the attack target to it.) This Unit can't attack while there are 6 or less cards in your trash. Lunamaria's Gunner Zaku Warrior [GD04-062] | unit | set GD04, purple, lv 3, cost 2, AP 2, HP 4, zaft/minerva squad | - GN Armor Type-E [GD04-063] | unit | set GD04, purple, lv 4, cost 2, AP 3, HP 3, cb/gn drive | 【Deploy】Choose 1 enemy Unit that is Lv.1 or lower or has 1 or less AP. Destroy it. Gundam Exia [GD04-064] | unit | set GD04, purple, lv 2, cost 2, AP 2, HP 3, cb/gn drive | - Unicorn Gundam 02 Banshee Norn (Destroy Mode) [GD04-065] | unit | set GD04, white, lv 7, cost 5, AP 5, HP 5, earth federation | 【During Link】【Activate・Main】Exile 3 blue cards from your trash:Set this Unit as active. It can't choose the enemy player as its attack target during this turn. 【Attack】All enemy Units get AP-1 during this turn. Unicorn Gundam (Awakened) [GD04-066] | unit | set GD04, white, lv 7, cost 5, AP 4, HP 6, civilian | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) When you activate a Command's 【Main】/【Action】 effect, choose 1 enemy Unit. It gets AP-2 during this turn. ∀ Gundam [GD04-067] | unit | set GD04, white, lv 5, cost 3, AP 4, HP 4, militia | 【Activate・Main】【Once per Turn】①:Choose 1 Unit card with ////// from your trash. During this turn, this Unit gets AP+1 and all ////// on that Unit card. Silver Bullet [GD04-068] | unit | set GD04, white, lv 5, cost 3, AP 4, HP 4, civilian | (Rest this Unit to change the attack target to it.) When this Unit receives effect damage from an enemy, reduce it by 3. ∀ Gundam [GD04-069] | unit | set GD04, white, lv 5, cost 3, AP 4, HP 3, militia | (Rest this Unit to change the attack target to it.) 【During Link】At the end of a turn where you have paid ① or more for one of your other (Militia)/(Dianna Counter) Units' effects, choose 1 of your (Militia) Units. Set it as active. Al-Saachez's AEU Enact Custom Moralia Development Experiment Type [GD04-070] | unit | set GD04, white, lv 2, cost 2, AP 3, HP 1, superpower bloc | 【Deploy】You may pair 1 Pilot card with "Ali al-Saachez" in its card name from your hand with this Unit. Graham's Union Flag Custom Ⅱ (GN Flag) [GD04-071] | unit | set GD04, white, lv 5, cost 3, AP 4, HP 3, un | 【Burst】If an enemy (CB) Unit is in play, add this card to your hand. 【Activate・Main】Choose 1 (Superpower Bloc) card and 1 (UN) card from your trash. Exile them from the game. If you do, set this Unit as active. It can't attack during this turn. Unicorn Gundam 02 Banshee Norn (Unicorn Mode) [GD04-072] | unit | set GD04, white, lv 5, cost 3, AP 5, HP 3, earth federation | 【When Linked】Choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand. ∀ Gundam [GD04-073] | unit | set GD04, white, lv 4, cost 2, AP 3, HP 3, militia | 【Activate・Main】【Once per Turn】①:This Unit gets AP+2 during this turn. Kapool [GD04-074] | unit | set GD04, white, lv 3, cost 2, AP 3, HP 3, militia | 【Attack】You may pay ①. If you do, draw 1. Then, discard 1. GN-X [GD04-075] | unit | set GD04, white, lv 4, cost 6, AP 5, HP 3, un | Reduce the cost of this card in your hand by an amount equal to the number of (UN)/(Superpower Bloc) Command cards in your trash. Hipheavy [GD04-076] | unit | set GD04, white, lv 1, cost 1, AP 1, HP 2, militia | - Flat (Militia) [GD04-077] | unit | set GD04, white, lv 3, cost 2, AP 2, HP 4, militia | (Rest this Unit to change the attack target to it.) Borjarnon [GD04-078] | unit | set GD04, white, lv 2, cost 1, AP 2, HP 2, militia | - Agrissa [GD04-079] | unit | set GD04, white, lv 5, cost 3, AP 5, HP 4, superpower bloc | - Alvatore [GD04-080] | unit | set GD04, white, lv 4, cost 4, AP 4, HP 4, un | 【Destroyed】If you have another (UN)/(Superpower Bloc) Unit in play, deploy 1 rested [Alvaaron]((UN)・AP4・HP1) Unit token. Üso Ewin [GD04-081] | pilot | set GD04, blue, lv 4, cost 1, league militaire/newtype | 【Burst】Add this card to your hand. 【When Paired】If this is a (League Militaire) Unit, deploy 1 [Parts]((League Militaire)・AP1・HP1・This Unit can't choose the enemy player as its attack target) Unit token. Rosamia Badam [GD04-082] | pilot | set GD04, blue, lv 3, cost 1, titans/cyber-newtype | 【Burst】Add this card to your hand. 【When Linked】Choose 1 rested Unit. Deal 1 damage to it. Marbet Fingerhat [GD04-083] | pilot | set GD04, blue, lv 3, cost 1, league militaire | 【Burst】Add this card to your hand. All your (League Militaire) Unit tokens get AP+1. Sleggar Law [GD04-084] | pilot | set GD04, blue, lv 3, cost 1, earth federation/white base team | 【Burst】Add this card to your hand. 【Attack】Choose 1 of your (White Base Team) Units. It gets AP+1 during this turn. Suletta Mercury [GD04-085] | pilot | set GD04, green, lv 5, cost 1, academy | 【Burst】Add this card to your hand. 【During Link】【Once per Turn】When you play and activate an (Academy) Command card using an EX Resource, if you have no remaining EX Resources, place 1 rested EX Resource. Garma Zabi [GD04-086] | pilot | set GD04, green, lv 3, cost 1, zeon | 【Burst】Add this card to your hand. 【During Link】【Destroyed】If you have no EX Resources, place 1 EX Resource. Elan Ceres (Enhanced Person Number 5) [GD04-087] | pilot | set GD04, green, lv 4, cost 1, academy | 【Burst】Add this card to your hand. 【During Link】【Attack】You may choose 1 of your (Academy) Units. During this battle, battle damage this Unit would receive is dealt to that Unit instead. Tokwan [GD04-088] | pilot | set GD04, green, lv 4, cost 1, zeon | 【Burst】Add this card to your hand. When this Unit is blocked by an enemy Unit that is Lv.4 or lower, it can't receive battle damage during this battle. Nena Trinity [GD04-089] | pilot | set GD04, red, lv 4, cost 1, cb/trinity | 【Burst】Add this card to your hand. 【Activate・Main】 (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.) Hallelujah Haptism [GD04-090] | pilot | set GD04, red, lv 4, cost 1, cb/super soldier | 【Burst】Add this card to your hand. 【During Link】【Once per Turn】During your turn, when this Unit destroys an enemy Unit with battle damage, look at the top card of your deck. If it is a (CB) card, you may reveal it and add it to your hand. Return any remaining card to the bottom of your deck. Deux Murasame [GD04-091] | pilot | set GD04, red, lv 4, cost 1, earth federation/cyber-newtype | 【Burst】Add this card to your hand. 【Destroyed】Choose 1 undamaged enemy Unit. Deal 1 damage to it. Michael Trinity [GD04-092] | pilot | set GD04, red, lv 4, cost 1, cb/trinity | 【Burst】Add this card to your hand. 【When Linked】Choose 1 damaged enemy Unit. Deal 1 damage to it. Rey Za Burrel [GD04-093] | pilot | set GD04, purple, lv 4, cost 1, zaft/minerva squad | 【Burst】Add this card to your hand. 【When Linked】Choose 1 of your (ZAFT) Link Units. During this turn, reduce the next damage it receives by 2. Pala Sys [GD04-094] | pilot | set GD04, purple, lv 3, cost 1, satyricon/vulture | 【Burst】Add this card to your hand. 【When Linked】Choose 1 purple Unit card with from your trash. Add it to your hand. Lunamaria Hawke [GD04-095] | pilot | set GD04, purple, lv 3, cost 1, zaft/minerva squad/coordinator | 【Burst】Add this card to your hand. 【When Linked】Choose 1 of your (Minerva Squad) Units. During this turn, battle damage it would receive is dealt to this Unit instead. Ennil El [GD04-096] | pilot | set GD04, purple, lv 4, cost 1, vulture | 【Burst】Add this card to your hand. 【During Link】When this Unit deals battle damage to an enemy Unit that is Lv.5 or lower, destroy that enemy Unit. Loran Cehack [GD04-097] | pilot | set GD04, white, lv 4, cost 1, militia/moonrace | 【Burst】Add this card to your hand. 【When Linked】Choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand. Riddhe Marcenas [GD04-098] | pilot | set GD04, white, lv 4, cost 1, earth federation/newtype | 【Burst】Add this card to your hand. 【During Link】When this Unit receives effect damage from an enemy, reduce it by 2. Ali al-Saachez [GD04-099] | pilot | set GD04, white, lv 4, cost 1, superpower bloc/un | 【Burst】Add this card to your hand. 【During Link】【Attack】You may choose 1 enemy Pilot. Return it to its owner's hand. Sochie Heim [GD04-100] | pilot | set GD04, white, lv 3, cost 1, militia | 【Burst】Add this card to your hand. 【Once per Turn】When you pay ① or more cost for one of your Units' effects, you may increase this Unit's AP during this turn by an amount equal to the cost paid. Kindhearted [GD04-101] | command | set GD04, blue, lv 3, cost 1 | 【Burst】Activate this card's 【Main】. 【Main】/【Action】During this turn, friendly Units can't be destroyed by enemy effects. Then, draw 1. Moment of Rest [GD04-102] | command | set GD04, blue, lv 4, cost 1 | 【Burst】Draw 1. 【Main】Choose 1 rested enemy Unit that is Lv.5 or lower. It won't be set as active during the start phase of your opponent's next turn. Spiritual Support [GD04-103] | command | set GD04, blue, lv 4, cost 1 | 【Main】Choose 1 of your Units. It gains during this turn. (At the end of your turn, this Unit recovers the specified number of HP.) Shrike Team's Bulwark [GD04-104] | command | set GD04, blue, lv 3, cost 1, league militaire/shrike team | 【Main】/【Action】Choose 1 to 2 enemy Units that are Lv.2 or lower. Rest them. 【Pilot】[Junko Jenko] Encounter [GD04-105] | command | set GD04, green, lv 5, cost 1 | 【Main】Look at the top 5 cards of your deck. You may reveal 1 Pilot card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Indiscriminate Violence [GD04-106] | command | set GD04, green, lv 5, cost 1, academy/dawn of fold | 【Main】Choose 1 friendly (Academy) Unit. During this turn, it may choose an active enemy Unit with 5 or less AP as its attack target. If you use an EX Resource to play this card, choose 1 to 2 friendly (Academy) Units instead. 【Pilot】[Norea Du Noc] Destined Battle [GD04-107] | command | set GD04, green, lv 2, cost 1 | 【Burst】Add this card to your hand. 【Action】Choose 1 of your rested Units. During this turn, all enemy Units must choose that Unit as their attack target when attacking. Witches from Earth [GD04-108] | command | set GD04, green, lv 4, cost 1, academy/dawn of fold | 【Main】/【Action】Choose 1 friendly (Academy) Unit. During this turn, reduce the next damage it receives by 2. If you use an EX Resource to play this card, reduce by 4 instead. 【Pilot】[Sophie Pulone] Overwhelming Pressure [GD04-109] | command | set GD04, red, lv 5, cost 3 | 【Main】/【Action】Choose 1 enemy Unit that is Lv.6 or lower. Deal 4 damage to it. Financier [GD04-110] | command | set GD04, red, lv 6, cost 3 | 【Main】/【Action】Deploy 1 EX Base. Trinity [GD04-111] | command | set GD04, red, lv 4, cost 1, cb/trinity | 【Main】/【Action】Choose 1 to 3 of your (CB) Units. They get AP+2 during this turn. 【Pilot】[Johann Trinity] Inspector [GD04-112] | command | set GD04, red, lv 4, cost 1, earth federation/cyber-newtype | 【Main】Deal 1 damage to all Units that are Lv.2 or lower. 【Pilot】[Gates Capa] Damage Control [GD04-113] | command | set GD04, purple, lv 3, cost 1 | 【Burst】Choose 1 enemy Unit. It gets AP-2 during this turn. 【Action】Choose 1 of your Units. During this battle, reduce battle damage it receives by 3. Reformationist [GD04-114] | command | set GD04, purple, lv 2, cost 1 | 【Burst】Choose 1 Unit card with "Trans-Am" in its card name from your trash. Add it to your hand. 【Main】/【Action】Choose 1 of your Units and 1 enemy Unit. Deal 1 damage to them. Backup [GD04-115] | command | set GD04, purple, lv 3, cost 1 | 【Burst】Choose 1 enemy Unit. Deal 1 damage to it. 【Main】Choose 1 of your Units. When it deals battle damage to an enemy Unit that is Lv.5 or lower during this turn, destroy that enemy Unit. Reliable Big Brother [GD04-116] | command | set GD04, purple, lv 4, cost 1, zaft/minerva squad/coordinator | 【Main】Place the top 2 cards of your deck into your trash. If you do, choose 1 enemy Unit with 4 or less AP. Deal an amount of damage equal to the number of (Minerva Squad) cards placed with this effect to that enemy Unit. 【Pilot】[Heine Westenfluss] Graceful Demeanor [GD04-117] | command | set GD04, white, lv 4, cost 2 | 【Burst】Activate this card's 【Action】. 【Action】Choose 1 to 2 enemy Units that are Lv.3 or lower. Return them to their owners' hands. World Distortion [GD04-118] | command | set GD04, white, lv 3, cost 1, un | 【Main】/【Action】If 2 or more friendly (UN) Units are in play, choose 1 enemy Unit with 5 or less HP. Return it to its owner's hand. 【Pilot】[Alejandro Corner] Fighting Alone [GD04-119] | command | set GD04, white, lv 4, cost 1, civilian | 【Main】/【Action】Choose 1 friendly Unit paired with a (Newtype) Pilot. It can't receive effect damage from enemy Units during this turn. 【Pilot】[Gael Chan] Machine Doll Squad [GD04-120] | command | set GD04, white, lv 2, cost 1, militia | 【Main】/【Action】Choose 1 friendly (Militia)/(Dianna Counter) Unit. It gets AP+2 during this turn. 【Pilot】[Miashei Kune] Reineforce Jr. [GD04-121] | base | set GD04, blue, lv 3, cost 1, HP 5, league militaire/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, during your turn, if a friendly (League Militaire) Unit is in play, deploy 1 [Parts]((League Militaire)・AP1・HP1・This Unit can't choose the enemy player as its attack target) Unit token. Jaburo [GD04-122] | base | set GD04, blue, lv 4, cost 1, HP 5, earth federation/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】【Once per Turn】Rest 1 of your (Earth Federation) Units:Choose 1 enemy Unit that is Lv.3 or lower. Rest it. A Baoa Qu [GD04-123] | base | set GD04, green, lv 5, cost 1, HP 5, zeon/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. While you have a rested (Zeon) Unit in play, this Base can't receive battle damage from enemy Units that are Lv.4 or lower. 9th Tactical Testing Sector [GD04-124] | base | set GD04, green, lv 3, cost 1, HP 5, academy/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. When you place an EX Resource, choose 1 friendly (Academy) Unit. It gets AP+2 during this turn. Trinity Warship [GD04-125] | base | set GD04, red, lv 4, cost 1, HP 5, cb/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】【Once per Turn】①, rest 1 friendly (CB) Unit:Choose 1 enemy Unit that is Lv.5 or lower. Deal 1 damage to it. Izuma Colony [GD04-126] | base | set GD04, red, lv 1, cost 1, HP 4, clan/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. When this Base receives battle damage from an enemy Unit with 3 or less AP, deal 1 damage to that Unit. Freeden Ⅱ [GD04-127] | base | set GD04, purple, lv 4, cost 1, HP 5, vulture/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if there are 7 or more (Vulture) cards in your trash, choose 1 enemy Unit with 2 or less AP. Destroy it. Armory One [GD04-128] | base | set GD04, purple, lv 4, cost 1, HP 6, zaft/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Destroyed】All players draw 1. Willgem [GD04-129] | base | set GD04, white, lv 3, cost 1, HP 7, militia/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, deal 3 damage to this Base. 【Once per Turn】During your turn, when you pay ① or more for a friendly Unit's effect, this Base recovers 2 HP. Industrial 7 [GD04-130] | base | set GD04, white, lv 4, cost 1, HP 5, civilian/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】【Once per Turn】Exile 1 Command card from your trash:Choose 1 enemy Unit. It gets AP-1 during this turn. V2 Gundam [GD05-001] | unit | set GD05, blue, lv 6, cost 4, AP 4, HP 5, league militaire/victory type | (At the end of your turn, this Unit recovers the specified number of HP.) 【Activate・Main】【Once per Turn】Rest 2 of your Units:Set this Unit as active. Strike Freedom Gundam [GD05-002] | unit | set GD05, blue, lv 8, cost 6, AP 5, HP 6, orb | 【Deploy】 Choose 1 to 2 of your Units. During this turn, when they destroy an enemy card with battle damage, draw 1. 【During Pair】【Attack】You may discard 2. If you do, choose 1 enemy Unit with the lowest Lv. Return it to the bottom of its owner's deck. Waldfeld's Murasame [GD05-003] | unit | set GD05, blue, lv 3, cost 2, AP 2, HP 4, orb | 【Destroyed】If you have an (Orb) Pilot in play, draw 1. Akatsuki (Oowashi) [GD05-004] | unit | set GD05, blue, lv 6, cost 6, AP 4, HP 4, orb | While you have no Units that are Lv.6 or higher in play, this card in your hand gets Lv. -1 and cost -1 for each of your (Orb) Units in play. 【When Linked】Choose 1 enemy Unit that is Lv.4 or lower. Return it to its owner's hand. Strike Rouge (Ootori) [GD05-005] | unit | set GD05, blue, lv 4, cost 3, AP 3, HP 4, orb | (Rest this Unit to change the attack target to it.) Hashmal [GD05-006] | unit | set GD05, blue, lv 7, cost 6, AP 5, HP 6, calamity war | 【Once per Turn】During your turn, when this Unit destroys an enemy card with battle damage, deploy 1 [Pluma]((Calamity War)・AP2・HP1) Unit token. This Unit gains the same number of as the number of (Calamity War) Unit tokens you have in play. (At the end of your turn, this Unit recovers the specified number of HP.) Asshimar [GD05-007] | unit | set GD05, blue, lv 3, cost 2, AP 1, HP 4, titans | 【During Link】This Unit gets AP+2 and . (At the end of your turn, this Unit recovers the specified number of HP.) Dijeh [GD05-008] | unit | set GD05, blue, lv 4, cost 3, AP 3, HP 4, karaba | While you have a non-blue (Newtype) Pilot in play, this card in your hand gets cost -2. Gun Blaster [GD05-009] | unit | set GD05, blue, lv 4, cost 2, AP 3, HP 4, league militaire | - Kira's Strike Rouge [GD05-010] | unit | set GD05, blue, lv 4, cost 2, AP 3, HP 4, orb | - Calamity Gundam & Raider Gundam [GD05-011] | unit | set GD05, blue, lv 5, cost 4, AP 4, HP 4, earth alliance | 【Deploy】You may choose 1 of your other active (Earth Alliance) Units. Rest it. If you do, choose 1 rested enemy Unit. Deal 2 damage to it. Forbidden Gundam [GD05-012] | unit | set GD05, blue, lv 4, cost 3, AP 3, HP 4, earth alliance | 【When Linked】Choose 1 rested enemy Unit that is Lv.3 or lower. Return it to its owner's hand. Gun EZ [GD05-013] | unit | set GD05, blue, lv 2, cost 2, AP 2, HP 1, league militaire/shrike team | (Rest this Unit to change the attack target to it.) Javelin [GD05-014] | unit | set GD05, blue, lv 2, cost 1, AP 2, HP 2, earth federation/league militaire | - M1 Astray Shrike [GD05-015] | unit | set GD05, blue, lv 2, cost 1, AP 1, HP 2, orb | 【Deploy】Choose 1 rested enemy Unit. Deal 1 damage to it. Murasame [GD05-016] | unit | set GD05, blue, lv 3, cost 2, AP 2, HP 4, orb | When one of your (Orb) Units is deployed, this Unit gains during this turn. (This Unit can't be blocked.) Nu Gundam [GD05-017] | unit | set GD05, green, lv 7, cost 5, AP 5, HP 5, earth federation/londo bell | (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) 【When Paired】You may choose 3 (Londo Bell) cards from your trash. Exile them from the game. If you do, choose 1 enemy Unit. Begin a battle between this Unit and it and only perform the damage step. Gundam Calibarn [GD05-018] | unit | set GD05, green, lv 8, cost 7, AP 7, HP 5, academy | When one of your EX Resources is exiled from the game, you may choose 1 of your Units. During this turn, when it receives enemy damage, reduce it by 3. 【Deploy】Place 3 EX Resources. Re-GZ [GD05-019] | unit | set GD05, green, lv 4, cost 3, AP 4, HP 2, earth federation/londo bell | 【Destroyed】Look at the top 3 cards of your deck. You may reveal 1 (Londo Bell) Unit card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Nu Gundam [GD05-020] | unit | set GD05, green, lv 5, cost 4, AP 4, HP 4, earth federation/londo bell | 【During Pair】This Unit gains . (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) 【Deploy】If there are 2 or more (Londo Bell) cards in your trash, place 1 EX Resource. Gundam AGE-2 Double Bullet [GD05-021] | unit | set GD05, green, lv 6, cost 5, AP 4, HP 5, earth federation/age system | 【Activate・Action】【Once per Turn】①:This Unit gets AP+4 during this battle. 【Once per Turn】When this Unit receives enemy damage, if you have an (Earth Federation) Pilot in play, reduce it by 2. Gundam Schwarzette [GD05-022] | unit | set GD05, green, lv 6, cost 5, AP 5, HP 4, academy | (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) 【Activate・Action】Exile 2 Command cards in your trash from the game:During this battle, when this Unit receives enemy damage, reduce it by 2. Re-GZ BWS [GD05-023] | unit | set GD05, green, lv 3, cost 3, AP 2, HP 2, earth federation/londo bell | 【Deploy】Place 1 EX Resource. Gundam AGE-2 Normal (SP Ver.) [GD05-024] | unit | set GD05, green, lv 5, cost 3, AP 4, HP 3, earth federation/age system | 【Destroyed】Choose 1 green (Earth Federation) Pilot card from your trash. Add it to your hand. If you do, discard 1. Demi Barding [GD05-025] | unit | set GD05, green, lv 4, cost 2, AP 3, HP 2, academy | 【Deploy】Look at the top 3 cards of your deck. You may reveal 1 Command card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Gundam Aerial Rebuild [GD05-026] | unit | set GD05, green, lv 5, cost 3, AP 3, HP 5, quiet zero | Count up the number of your Units with "Gundam Lfrith"/"Gundnode" in their card name, plus this Unit. All enemy Units whose Lv. is equal to or lower than that number are deployed rested. Jegan [GD05-027] | unit | set GD05, green, lv 2, cost 1, AP 2, HP 2, earth federation/londo bell | - Kayra's Jegan [GD05-028] | unit | set GD05, green, lv 3, cost 2, AP 2, HP 3, earth federation/londo bell | 【Deploy】Choose 1 of your (Londo Bell) Units. During this turn, it may choose an active enemy Unit with 4 or less AP as its attack target. Kayra's Re-GZ [GD05-029] | unit | set GD05, green, lv 3, cost 2, AP 3, HP 3, earth federation/londo bell | 【Deploy】Look at the top card of your deck. Return it to the top or bottom of your deck. Michaelis [GD05-030] | unit | set GD05, green, lv 4, cost 3, AP 3, HP 3, academy | On the turn this Unit is deployed, it may choose a rested enemy Unit as its attack target and attack it. Guel's Dilanza [GD05-031] | unit | set GD05, green, lv 5, cost 3, AP 4, HP 4, academy | - Desultor [GD05-032] | unit | set GD05, green, lv 4, cost 2, AP 4, HP 3, dawn of fold | - Master Gundam [GD05-033] | unit | set GD05, red, lv 7, cost 5, AP 5, HP 5, mf/dg cells | 【Attack】You may choose 2 (Special Move) Command cards from your trash. Exile them from the game. If you do, deal 5 damage to the first card in your opponent's shield area. Gaia Gundam [GD05-034] | unit | set GD05, red, lv 3, cost 2, AP 3, HP 3, earth alliance/phantom pain | 【During Pair】【Once per Turn】When this Unit destroys an enemy shield area card with battle damage, that enemy player may discard 1. If they don't discard with this effect, you may deploy 1 (Phantom Pain) Unit card that is Lv.4 or lower from your hand. Dragon Gundam [GD05-035] | unit | set GD05, red, lv 5, cost 3, AP 4, HP 4, mf/shuffle alliance | 【Once per Turn】When this Unit destroys an enemy shield area card with damage, choose 1 enemy Unit with 3 or less AP. Deal 2 damage to it. 【During Link】【Attack】Activate 【Main】 on the card paired with this Unit. Haow Gundam [GD05-036] | unit | set GD05, red, lv 6, cost 4, AP 4, HP 4, mf | 【When Paired】You may choose 1 of your other active (MF) Units. Rest it. If you do, deal 2 damage to all enemy Units whose Lv. is equal to or lower than that Unit. Destroy Gundam [GD05-037] | unit | set GD05, red, lv 9, cost 8, AP 6, HP 6, earth alliance/phantom pain | While an enemy player has 7 or more cards in their trash, this card in your hand gets Lv. -3 and cost -3. 【During Link】This Unit gains . (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) Gundam Throne Eins (GN High Mega Launcher) [GD05-038] | unit | set GD05, red, lv 7, cost 5, AP 6, HP 4, cb/trinity | 【During Link】This Unit gains . (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【Activate・Main】【Once per Turn】Rest 3 of your (CB) Units:Choose 1 enemy Unit. Deal 4 damage to it. Chaos Gundam [GD05-039] | unit | set GD05, red, lv 3, cost 2, AP 4, HP 2, earth alliance/phantom pain | 【Attack】Choose 1 of your (Phantom Pain) Linked Units. It gains during this turn. (This Unit can't be blocked.) Abyss Gundam [GD05-040] | unit | set GD05, red, lv 3, cost 2, AP 2, HP 4, earth alliance/phantom pain | 【Activate・Main】 (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.) Gaia Gundam (MA Mode) [GD05-041] | unit | set GD05, red, lv 4, cost 3, AP 4, HP 3, earth alliance/phantom pain | During a turn where your opponent has discarded due to one of your effects, this card in your hand gets cost -2. Shining Gundam [GD05-042] | unit | set GD05, red, lv 2, cost 1, AP 2, HP 2, mf/shuffle alliance | - Neros Gundam [GD05-043] | unit | set GD05, red, lv 2, cost 2, AP 3, HP 2, mf | - Gundam Rose [GD05-044] | unit | set GD05, red, lv 3, cost 2, AP 3, HP 3, mf/shuffle alliance | 【During Link】【Attack】Activate 【Main】 on the card paired with this Unit. Chaos Gundam (MA Mode) [GD05-045] | unit | set GD05, red, lv 4, cost 3, AP 3, HP 4, earth alliance/phantom pain | (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) Abyss Gundam (MA Mode) [GD05-046] | unit | set GD05, red, lv 4, cost 2, AP 3, HP 3, earth alliance/phantom pain | 【When Paired・(Phantom Pain) Pilot】Choose 1 enemy player with 4 or more cards in their hand. They discard 1. Exass [GD05-047] | unit | set GD05, red, lv 3, cost 2, AP 4, HP 2, earth alliance/phantom pain | - Gundam Kyrios (Flight Mode) [GD05-048] | unit | set GD05, red, lv 3, cost 2, AP 3, HP 1, cb/gn drive | On the turn this Unit is deployed, it may choose a rested enemy Unit as its attack target and attack it. Sazabi [GD05-049] | unit | set GD05, purple, lv 7, cost 5, AP 5, HP 5, neo zeon | (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【Attack】You may choose 1 of your Units. Destroy it. If you do, all enemy players each choose 1 of their non-battling Units. Destroy them. Gundam Exia Repair [GD05-050] | unit | set GD05, purple, lv 2, cost 1, AP 2, HP 1, cb/gn drive | When this Unit deals battle damage to an enemy Unit that is Lv.4 or lower that has no paired Pilot, destroy that enemy Unit. 【Destroyed】Place the top 2 cards of your deck into your trash. Gundam Barbatos Lupus Rex [GD05-051] | unit | set GD05, purple, lv 7, cost 6, AP 4, HP 6, tekkadan/gundam frame | Increase this Unit's AP by an amount equal to the amount of damage it has received. At the end of your turn, you may choose 1 of your (Tekkadan) Units. Deal 1 damage to it. Set it as active. Sazabi [GD05-052] | unit | set GD05, purple, lv 5, cost 4, AP 5, HP 4, neo zeon | 【Deploy】You may choose 1 of your other Units. Destroy it. If you do, place the top 3 cards of your deck into your trash. Add 1 (Neo Zeon) Unit card you placed from your deck with this effect to your hand. Quess's Jagd Doga [GD05-053] | unit | set GD05, purple, lv 3, cost 2, AP 3, HP 2, neo zeon | 【Destroyed】If this Unit is destroyed by one of your (Neo Zeon) card's effects, add it from your trash to your hand. Alpha Azieru [GD05-054] | unit | set GD05, purple, lv 8, cost 7, AP 6, HP 5, neo zeon | (Rest this Unit to change the attack target to it.) 【Once per Turn】When one of your Units is destroyed by an effect, draw 1. Destiny Gundam [GD05-055] | unit | set GD05, purple, lv 8, cost 7, AP 5, HP 6, zaft/minerva squad | (While this Unit is attacking, it deals damage before the enemy Unit.) 【Once per Turn】When this Unit receives enemy battle damage, reduce it by 2. Rezin's Geara Doga [GD05-056] | unit | set GD05, purple, lv 4, cost 2, AP 3, HP 4, neo zeon | - Gyunei's Jagd Doga [GD05-057] | unit | set GD05, purple, lv 4, cost 3, AP 4, HP 3, neo zeon | 【Activate・Main】【Once per Turn】Choose 1 of your other Units. Destroy it. If you do, set this Unit as active. It can't choose the enemy player as its attack target during this turn. Shiden Custom (Ryusei-Go) [GD05-058] | unit | set GD05, purple, lv 4, cost 3, AP 4, HP 3, tekkadan | (Rest this Unit to change the attack target to it.) Gundam Barbatos Lupus [GD05-059] | unit | set GD05, purple, lv 6, cost 4, AP 5, HP 4, tekkadan/gundam frame | 【Attack】Choose 1 of your active (Gjallarhorn) Units. Rest it. If you do, draw 1. This Unit gains during this turn. (This Unit can't be blocked.) Gundam Flauros (Ryusei-Go) [GD05-060] | unit | set GD05, purple, lv 5, cost 4, AP 5, HP 3, tekkadan/gundam frame | 【Deploy】/【Attack】Choose 1 enemy Unit that is Lv.2 or lower. Destroy it. Geara Doga [GD05-061] | unit | set GD05, purple, lv 2, cost 2, AP 3, HP 1, neo zeon | While you have another (Neo Zeon) Unit in play, this Unit gains . (Rest this Unit to change the attack target to it.) Hobby Hizack [GD05-062] | unit | set GD05, purple, lv 2, cost 1, AP 2, HP 2, neo zeon | - Gyunei's Jagd Doga [GD05-063] | unit | set GD05, purple, lv 3, cost 2, AP 3, HP 2, neo zeon | - Force Impulse Gundam [GD05-064] | unit | set GD05, purple, lv 4, cost 3, AP 3, HP 4, zaft/minerva squad | 【Deploy】If you deploy this Unit from your trash, choose 1 Pilot card with "Shinn Asuka" in its card name from your trash. Add it to your hand. Landman Rodi [GD05-065] | unit | set GD05, purple, lv 2, cost 2, AP 1, HP 2, tekkadan | 【During Link】This Unit gets AP+2 during your turn. Shining Gundam [GD05-066] | unit | set GD05, white, lv 4, cost 3, AP 3, HP 4, mf/shuffle alliance | 【Deploy】You may choose 2 (MF) Unit cards from your trash. Exile them from the game. If you do, choose 1 (Special Move) Command card from your trash. Add it to your hand. 【Attack】【Once per Turn】Choose 1 of your rested Resources. Set it as active. Wing Gundam Zero (EW) [GD05-067] | unit | set GD05, white, lv 6, cost 5, AP 5, HP 4, g team | While a rested enemy Unit is in play, this Unit gains . (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【Attack】Choose 1 enemy Unit. Rest it. Shining Gundam (Super Mode) [GD05-068] | unit | set GD05, white, lv 6, cost 5, AP 4, HP 5, mf/shuffle alliance | When you activate a (Special Move) Command's 【Main】/【Action】, this Unit gains during this turn. (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) 【During Link】【Attack】This Unit gets AP+2 during this battle. Gundam Maxter [GD05-069] | unit | set GD05, white, lv 3, cost 2, AP 3, HP 2, mf/shuffle alliance | During your turn, when this Unit destroys an enemy Unit with battle damage, look at the top 4 cards of your deck. You may reveal 1 (Special Move) Command card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. 【During Link】【Attack】Activate 【Main】 on the card paired with this Unit. Tallgeese Ⅲ [GD05-070] | unit | set GD05, white, lv 5, cost 3, AP 4, HP 4, preventer | 【Once per Turn】During your turn, when this Unit destroys an enemy Unit with battle damage, choose 1 of your rested (Preventer)/(G Team) Link Units. Set it as active. It can't attack during this turn. Gundam Sandrock Custom (EW) [GD05-071] | unit | set GD05, white, lv 4, cost 3, AP 3, HP 4, g team | 【Attack】If you have another (G Team)/(Preventer) Unit in play, choose 1 enemy Unit. It gets AP-2 during this turn. Rising Gundam [GD05-072] | unit | set GD05, white, lv 4, cost 3, AP 4, HP 3, mf | 【When Linked】Choose 1 enemy Unit with 4 or less HP. Rest it. Altron Gundam (EW) [GD05-073] | unit | set GD05, white, lv 7, cost 5, AP 5, HP 5, g team/mariemaia army | 【Deploy】Choose 1 rested enemy Unit. It won't be set as active during the start phase of your opponent's next turn. Noin's Taurus [GD05-074] | unit | set GD05, white, lv 2, cost 2, AP 3, HP 1, preventer | 【Destroyed】Draw 1. Then, discard 1. Royal Gundam [GD05-075] | unit | set GD05, white, lv 2, cost 2, AP 3, HP 2, mf | (Rest this Unit to change the attack target to it.) This Unit can't choose the enemy player as its attack target. Bolt Gundam [GD05-076] | unit | set GD05, white, lv 4, cost 2, AP 4, HP 3, mf/shuffle alliance | 【During Link】【Attack】Activate 【Main】 on the card paired with this Unit. Leo [GD05-077] | unit | set GD05, white, lv 2, cost 1, AP 2, HP 2, g team | - Gundam Deathscythe Hell (EW) [GD05-078] | unit | set GD05, white, lv 5, cost 4, AP 5, HP 2, g team | On the turn this Unit is deployed, it may choose a rested enemy Unit as its attack target and attack it. Gundam Heavyarms Custom (EW) [GD05-079] | unit | set GD05, white, lv 3, cost 2, AP 3, HP 3, g team | 【Activate・Main】【Once per Turn】If you have another (G Team)/(Preventer) Unit in play, choose 1 enemy Unit that is Lv.4 or lower. It gets AP-1 during this turn. Gavane's Borjarnon [GD05-080] | unit | set GD05, white, lv 3, cost 1, AP 1, HP 3, militia | - Kira Yamato [GD05-081] | pilot | set GD05, blue, lv 5, cost 1, orb/coordinator | 【Burst】Add this card to your hand. 【When Linked】If this is an (Orb)/(Triple Ship Alliance) Unit, draw 1. Andrew Waldfeld [GD05-082] | pilot | set GD05, blue, lv 4, cost 1, orb/coordinator | 【Burst】Add this card to your hand. 【During Link】This Unit gains . (At the end of your turn, this Unit recovers the specified number of HP.) Cagalli Yula Athha [GD05-083] | pilot | set GD05, blue, lv 3, cost 1, orb | 【Burst】Add this card to your hand. 【When Paired】Choose 1 enemy Unit with 1 HP. Return it to its owner's hand. Odelo Henrik [GD05-084] | pilot | set GD05, blue, lv 3, cost 1, league militaire | 【Burst】Add this card to your hand. When one of your (League Militaire) Unit tokens receives enemy effect damage, reduce it by 1. Amuro Ray [GD05-085] | pilot | set GD05, green, lv 5, cost 1, earth federation/londo bell/newtype | 【Burst】Add this card to your hand. During your turn, when this Unit destroys an enemy Unit with battle damage, this Unit recovers 2 HP. Kayra Su [GD05-086] | pilot | set GD05, green, lv 3, cost 1, earth federation/londo bell | 【Burst】Add this card to your hand. 【During Link】Enemy Units other than Link Units choose this rested Unit as their attack target if possible when attacking. Lauda Neill [GD05-087] | pilot | set GD05, green, lv 3, cost 1, academy | 【Burst】Add this card to your hand. While this Unit is (Academy), it gains . (This Unit can't be blocked.) Prospera Mercury [GD05-088] | pilot | set GD05, green, lv 5, cost 1, quiet zero | 【Burst】Add this card to your hand. This Unit and all your Units with "Gundam Lfrith" or "Gundnode" in their card name get AP+1. Master Asia [GD05-089] | pilot | set GD05, red, lv 6, cost 1, gundam fighter | 【Burst】Add this card to your hand. If there are 3 or more (MF) cards in your trash, you may deploy it as an (AP3・HP3) Unit instead. (Don't treat it as a Pilot.) 【During Link】【Attack】If you have activated a (Special Move) Command card's 【Main】/【Action】 during this turn, choose 1 enemy Unit. Deal 2 damage to it. Stellar Loussier [GD05-090] | pilot | set GD05, red, lv 3, cost 1, earth alliance/phantom pain/biological cpu | 【Burst】Add this card to your hand. 【Destroyed】Look at the top card of your deck. If it is a (Phantom Pain) card, you may reveal it and add it to your hand. Return any remaining card to the bottom of your deck. Sting Oakley [GD05-091] | pilot | set GD05, red, lv 3, cost 1, earth alliance/phantom pain/biological cpu | 【Burst】Add this card to your hand. While an enemy player has 7 or more cards in their trash, this Unit gets AP+1 and HP+1. Auel Neider [GD05-092] | pilot | set GD05, red, lv 3, cost 1, earth alliance/phantom pain/biological cpu | 【Burst】Add this card to your hand. 【During Link】【Attack】If you are attacking the enemy player, this Unit gets AP+2 during this battle. Char Aznable [GD05-093] | pilot | set GD05, purple, lv 5, cost 1, neo zeon/newtype | 【Burst】Add this card to your hand. 【When Linked】You may choose 1 (Neo Zeon) Base card from your trash. Deploy it. Quess Paraya [GD05-094] | pilot | set GD05, purple, lv 3, cost 1, neo zeon/newtype | 【Burst】Add this card to your hand. 【Destroyed】Choose 1 of your (Neo Zeon) Units. During this turn, when it receives enemy battle damage, reduce it by 2. Gyunei Guss [GD05-095] | pilot | set GD05, purple, lv 4, cost 1, neo zeon/cyber-newtype | 【Burst】Add this card to your hand. While this Unit is (Neo Zeon), it gains . (Rest this Unit to change the attack target to it.) Chad Chadan [GD05-096] | pilot | set GD05, purple, lv 3, cost 1, tekkadan/alaya-vijnana | 【Burst】Add this card to your hand. 【Attack】You may deal 1 damage to this Unit. If you do, choose 1 of your other (Tekkadan) Units. It recovers 1 HP. Domon Kasshu [GD05-097] | pilot | set GD05, white, lv 4, cost 1, gundam fighter/shuffle alliance | 【Burst】Add this card to your hand. 【When Paired】Draw 1. Then, discard 1. If you discard a (Special Move) Command card with this effect, you may activate its 【Main】. Heero Yuy [GD05-098] | pilot | set GD05, white, lv 4, cost 1, g team/operation meteor | 【Burst】Add this card to your hand. When this Unit destroys an enemy shield area card with damage, choose 1 enemy Unit. It gets AP-2 during this turn. Trowa Barton [GD05-099] | pilot | set GD05, white, lv 4, cost 1, g team/operation meteor | 【Burst】Add this card to your hand. During your turn, when this Unit destroys an enemy Unit with battle damage, draw 1. Then, discard 1. Quatre Raberba Winner [GD05-100] | pilot | set GD05, white, lv 4, cost 1, g team/operation meteor | 【Burst】Add this card to your hand. 【When Paired】Choose 1 enemy Unit that is Lv.5 or lower. Rest it. Gavane Goonny [GD05-101] | pilot | set GD05, white, lv 3, cost 1, militia | 【Burst】Add this card to your hand. 【Once per Turn】When you pay ① or more for one of your Unit's effects, if this is a (Militia) Unit, it may recover 2 HP. Wings of Light [GD05-102] | command | set GD05, blue, lv 5, cost 2 | 【Action】When playing this card, choose 1 of the following effects and activate it: ■Choose 1 enemy Unit with 5 or less HP. Return it to its owner's hand. ■Choose 1 Unit. It recovers 3 HP. Not with Scattershot! [GD05-103] | command | set GD05, blue, lv 4, cost 1, titans | 【Main】/【Action】Choose 1 friendly Unit. It recovers 1 HP and gets AP+2 during this turn. 【Pilot】[Buran Blutarch] At the Risk of One's Life [GD05-104] | command | set GD05, blue, lv 3, cost 1, league militaire/shrike team | 【Action】Choose 1 friendly (Shrike Team) Unit. It gains the following effect during this turn: ■【During Link】【Destroyed】Choose 1 friendly (League Militaire) Unit. Set it as active. 【Pilot】[Helen Jackson] Exclusively Defense-Oriented Policy [GD05-105] | command | set GD05, blue, lv 2, cost 1 | 【Burst】Activate this card's 【Main】. 【Main】/【Action】Choose 1 enemy Unit that is Lv.3 or lower. Return it to its owner's hand. Mutual Attraction [GD05-106] | command | set GD05, green, lv 3, cost 3 | 【Main】When playing this card, choose 1 of the following effects and activate it: ■Place 1 rested Resource. ■Choose 1 Pilot card that is Lv.5 or higher from your trash. Add it to your hand. Interwoven Blessings [GD05-107] | command | set GD05, green, lv 10, cost 10 | 【Burst】Place 1 EX Resource. 【Main】Choose 1 enemy player. Destroy the first 2 cards in that player's shield area. Overcoming Hardships [GD05-108] | command | set GD05, green, lv 3, cost 1, academy | 【Action】Choose 1 friendly rested (Academy) Unit. Change a battling enemy Unit's attack target to it. 【Pilot】[Guel Jeturk] Felsi's Plea [GD05-109] | command | set GD05, green, lv 3, cost 1, academy | 【Action】Choose 1 friendly (Academy) Unit. It recovers 2 HP. Then, if it is paired with a Pilot that is Lv.3 or lower, draw 1. 【Pilot】[Felsi Rollo] Darkness Finger [GD05-110] | command | set GD05, red, lv 4, cost 1, special move | 【Burst】Activate this card's 【Main】. 【Main】/【Action】Choose 1 enemy Unit. Deal 2 damage to it. Then, if you have a Unit with "Master Gundam" in its card name in play, draw 1. Airframe​ Seizure [GD05-111] | command | set GD05, red, lv 1, cost 1 | 【Main】Discard 1. If you do, draw 2. Hoka Kyoten Juzetsujin [GD05-112] | command | set GD05, red, lv 4, cost 1, gundam fighter/shuffle alliance/special move | 【Main】Choose 1 of your (MF) Units without . It gains during this turn. After activating this card's 【Main】, you may pair this card from your trash with one of your (MF) Units. 【Pilot】[Sai Saici] Rose Screamer [GD05-113] | command | set GD05, red, lv 3, cost 1, gundam fighter/shuffle alliance/special move | 【Main】Choose 1 of your (MF) Units with 4 or less AP. It gets AP+2 during this turn. After activating this card's 【Main】, you may pair this card from your trash with one of your (MF) Units. 【Pilot】[George de Sand] Widespread Annihilation [GD05-114] | command | set GD05, purple, lv 6, cost 6 | 【Main】Destroy all Units that are Lv.4 or lower. Newtype Labs Director [GD05-115] | command | set GD05, purple, lv 6, cost 2 | 【Burst】Draw 1. 【Main】Choose 1 (Neo Zeon) Pilot card from your trash. Add it to your hand. Veteran's Pride [GD05-116] | command | set GD05, purple, lv 2, cost 1, neo zeon | 【Main】/【Action】Choose 1 enemy Unit that is Lv.2 or lower. Destroy it. 【Pilot】[Rezin Schnyder] Become a Shield [GD05-117] | command | set GD05, purple, lv 3, cost 1, tekkadan/alaya-vijnana | 【Main】/【Action】Choose 1 of your Units and 1 enemy Unit. Deal 1 damage to them. 【Pilot】[Ride Mass] Incendiary Spark [GD05-118] | command | set GD05, white, lv 3, cost 1 | 【Main】Choose 1 enemy Unit. It gets AP-2 during this turn. If you use an EX Resource to play this card, rest the enemy Unit. A Wind Against Fires [GD05-119] | command | set GD05, white, lv 5, cost 1, preventer | 【Action】Choose 1 enemy Unit that is battling one of your Units that is Lv.5 or higher. It gets AP-3 during this battle. 【Pilot】[Zechs Merquise] Shining Finger [GD05-120] | command | set GD05, white, lv 4, cost 1, shuffle alliance/special move | 【Burst】Add this card to your hand. 【Main】/【Action】Choose 1 enemy Unit with 4 or less HP. Rest it. Then, you may choose 1 of your Units with "Shining Gundam" in its card name. It gets during this turn. (While this Unit is attacking, it deals damage before the enemy Unit.) Cyclone Punch [GD05-121] | command | set GD05, white, lv 3, cost 1, gundam fighter/shuffle alliance/special move | 【Main】Choose 1 enemy Unit. It gets AP-2 during this turn. After activating this card's 【Main】, you may pair this card from your trash with one of your (MF) Units. 【Pilot】[Chibodee Crocket] Graviton Hammer [GD05-122] | command | set GD05, white, lv 4, cost 1, gundam fighter/shuffle alliance/special move | 【Main】Choose 1 enemy Unit that is Lv.4 or lower. Rest it. After activating this card's 【Main】, you may pair this card from your trash with one of your (MF) Units. 【Pilot】[Argo Gulskii] Archangel [GD05-123] | base | set GD05, blue, lv 2, cost 1, HP 5, orb/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. During your opponent's turn, friendly (Orb) Units can't receive 2 or less enemy effect damage. White Ark [GD05-124] | base | set GD05, blue, lv 2, cost 1, HP 5, league militaire/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. During your turn, when you would rest a Unit with a friendly (League Militaire) Unit's effect, you may rest this Base instead. Ra Cailum [GD05-125] | base | set GD05, green, lv 3, cost 1, HP 5, earth federation/londo bell/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】Rest this Base:Choose 1 friendly (Londo Bell) Unit. During this turn, when it receives enemy damage, reduce it by 1. Quiet Zero [GD05-126] | base | set GD05, green, lv 6, cost 1, HP 6, quiet zero/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】【Once per Turn】②:If you have a Unit with "Gundam Aerial" in its card name that is Lv.5 or higher in play, deploy 1 [Gundnode]((Quiet Zero)・AP2・HP2・) Unit token. Girty Lue [GD05-127] | base | set GD05, red, lv 2, cost 1, HP 5, earth alliance/phantom pain/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Once per Turn】When a friendly (Phantom Pain) Unit links, choose 1 enemy Unit. It can't activate during this turn. Gundam Fight [GD05-128] | base | set GD05, red, lv 3, cost 1, HP 5, stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】Rest this Base:If a friendly (MF) Link Unit is in play, choose 1 friendly Unit. It gets AP+2 during this turn. Axis [GD05-129] | base | set GD05, purple, lv 4, cost 1, HP 6, neo zeon/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】Rest this Base:If one of your Units has been destroyed by one of your (Neo Zeon) card's effects during this turn, deploy 1 (Neo Zeon) Unit card that is Lv.3 or lower from your hand. Presidential Office [GD05-130] | base | set GD05, white, lv 2, cost 1, HP 5, earth sphere unified nation/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Destroyed】You may exile this card in your trash from the game. If you do, you may deploy 1 Base card with "Presidential Office" in its card name from your hand. resource [R-001] | resource | set R, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-001-p1] | resource | set R, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-001-p2] | resource | set R, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-001-p3] | resource | set R, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-002] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-003] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-004] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-005] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-006] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-007] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-008] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-009] | resource | set GD01, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-010] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-011] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-012] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-013] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-014] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-015] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-016] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-017] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-018] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
resource [R-019] | resource | set GD02, lv 0, cost 0, - | (Rest a Resource when paying a cost.)
Resource [R-020] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-021] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-022] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-023] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-024] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-025] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-026] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-027] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-028] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-029] | resource | set GD03, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-030] | resource | set ST09, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-031] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-032] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-033] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-034] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-035] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-036] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-037] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-038] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-039] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-040] | resource | set GD04, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [R-041] | resource | set ST10, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-001] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-002] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-003] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-004] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-005] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-006] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-007] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-008] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-009] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-010] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-011] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-012] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-013] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-014] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-015] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-016] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-017] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-018] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-019] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-020] | resource | set EVX-01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-021] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-022] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-023] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-024] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-025] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-026] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-027] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-028] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-029] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-030] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-031] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-032] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-033] | resource | set PB01, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-034] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-035] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-036] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-037] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-038] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-039] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-040] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-041] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-042] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-043] | resource | set PB02, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-044] | resource | set ST09, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-057] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-058] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-059] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-060] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-061] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-062] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-063] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-064] | resource | set RP, lv 0, cost 0 | (Rest a Resource when paying a cost.) Resource [RP-065] | resource | set ST10, lv 0, cost 0 | (Rest a Resource when paying a cost.) Gundam [ST01-001] | unit | set ST01, blue, lv 4, cost 3, AP 3, HP 4, earth federation/white base team | (At the end of your turn, this Unit recovers the specified number of HP.) 【During Pair】During your turn, all your Units get AP+1. Gundam (MA Form) [ST01-002] | unit | set BETA, blue, lv 5, cost 3, AP 4, HP 3, earth federation/white base team | 【When Paired・(White Base Team) Pilot】Draw 1.
Guncannon [ST01-003] | unit | set ST01, blue, lv 3, cost 2, AP 2, HP 4, earth federation/white base team | - Guntank [ST01-004] | unit | set ST01, blue, lv 3, cost 2, AP 2, HP 3, earth federation/white base team | 【Deploy】Choose 1 enemy Unit with 2 or less HP. Rest it.
GM [ST01-005] | unit | set BETA, blue, lv 2, cost 1, AP 2, HP 2, earth federation | - Gundam Aerial (Permet Score Six) [ST01-006] | unit | set ST01, white, lv 5, cost 4, AP 4, HP 4, academy | 【When Paired】Choose 1 enemy Unit that is Lv.5 or lower. It gets AP-3 during this turn. Gundam Aerial (Bit on Form) [ST01-007] | unit | set BETA, white, lv 4, cost 2, AP 3, HP 4, academy | - Demi Trainer [ST01-008] | unit | set BETA, white, lv 1, cost 1, AP 1, HP 1, academy | <Blocker> (Rest this Unit to change the attack target to it.)
Zowort [ST01-009] | unit | set ST01, white, lv 2, cost 2, AP 3, HP 2, academy | <Blocker> (Rest this Unit to change the attack target to it.)
This Unit can't choose the enemy player as its attack target.
Amuro Ray [ST01-010] | pilot | set BETA, blue, lv 4, cost 1, earth federation/white base team/newtype | 【Burst】Add this card to your hand.
【When Paired】Choose 1 enemy Unit with 5 or less HP. Rest it.
Suletta Mercury [ST01-011] | pilot | set BETA, white, lv 4, cost 1, academy | 【Burst】Add this card to your hand.
【Attack】【Once per Turn】Choose 1 of your Resources. Set it as active.
Thoroughly Damaged [ST01-012] | command | set BETA, blue, lv 2, cost 1, earth federation/white base team | 【Main】Choose 1 rested enemy Unit. Deal 1 damage to it.
【Pilot】[Hayato Kobayashi]
Kai's Resolve [ST01-013] | command | set BETA, blue, lv 3, cost 1, earth federation/white base team | 【Main】Choose 1 friendly Unit. It recovers 3 HP.
【Pilot】[Kai Shiden]
Unforeseen Incident [ST01-014] | command | set ST01, white, lv 3, cost 1, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit. It gets AP-3 during this turn.
Unforeseen Incident [ST01-014-p4] | command | set ST05, white, lv 3, cost 1, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit. It gets AP-3 during this turn.
White Base [ST01-015] | base | set BETA, blue, lv 3, cost 2, HP 5, earth federation/white base team/battleship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】【Once per Turn】②:Deploy 1 [Gundam]((White Base Team)・AP3・HP3) Unit token if you have 0 Units in play, deploy 1 [Guncannon]((White Base Team)・AP2・HP2) Unit token if you have only 1 Unit in play, or deploy 1 [Guntank]((White Base Team)・AP1・HP1) Unit token if you have 2 or more Units in play.
Asticassia School of Technology, Earth House [ST01-016] | base | set BETA, white, lv 2, cost 1, HP 5, academy/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:All friendly Link Units get AP+1 during this turn.
Wing Gundam [ST02-001] | unit | set ST02, green, lv 6, cost 4, AP 4, HP 5, operation meteor | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) This Unit may choose an active enemy Unit that is Lv.4 or lower as its attack target. Wing Gundam (Bird Mode) [ST02-002] | unit | set BETA, green, lv 3, cost 3, AP 2, HP 2, operation meteor | 【Deploy】Place 1 EX Resource.
Gundam Heavyarms [ST02-003] | unit | set ST02, green, lv 5, cost 3, AP 3, HP 4, operation meteor | 【During Pair】During your turn, when this Unit destroys an enemy Unit with battle damage, deal 1 damage to all enemy Units that are Lv.3 or lower.
Gundam Sandrock [ST02-004] | unit | set ST02, green, lv 4, cost 2, AP 4, HP 3, operation meteor | - Maganac [ST02-005] | unit | set BETA, green, lv 2, cost 2, AP 3, HP 2, maganac corps | - Tallgeese [ST02-006] | unit | set ST02, blue, lv 5, cost 4, AP 4, HP 4, oz | 【Activate・Main】【Once per Turn】④:Set this Unit as active. Leo [ST02-007] | unit | set ST02, blue, lv 2, cost 2, AP 2, HP 2, oz | - Aries [ST02-008] | unit | set ST02, blue, lv 2, cost 2, AP 2, HP 1, oz | <Blocker> (Rest this Unit to change the attack target to it.)
Tragos [ST02-009] | unit | set ST02, blue, lv 1, cost 1, AP 1, HP 1, oz | <Blocker> (Rest this Unit to change the attack target to it.)
Heero Yuy [ST02-010] | pilot | set BETA, green, lv 4, cost 1, operation meteor | 【Burst】Add this card to your hand.
This Unit gets AP+1 and HP+1 while linked.
Zechs Merquise [ST02-011] | pilot | set ST02, blue, lv 5, cost 1, oz | 【Burst】Add this card to your hand.
【During Link】During your turn, when this Unit destroys an enemy Unit with battle damage, draw 1.
Simultaneous Fire [ST02-012] | command | set BETA, green, lv 4, cost 1, operation meteor | 【Main】Choose 1 of your Units. It gains <Breach 3> during this turn.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to a card in that opponent's shield area.)
【Pilot】[Trowa Barton]
Peaceful Timbre [ST02-013] | command | set BETA, green, lv 4, cost 1, operation meteor | 【Action】During this battle, your shield area cards can't receive damage from enemy Units that are Lv.4 or lower.
【Pilot】[Quatre Raberba Winner]
Siege Ploy [ST02-014] | command | set ST02, blue, lv 3, cost 1, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit with 5 or less HP. Rest it.
Saint Gabriel Institute [ST02-015] | base | set BETA, green, lv 2, cost 2, HP 5, academy/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, look at the top 2 cards of your deck and return 1 to the top and 1 to the bottom.
Corsica Base [ST02-016] | base | set ST02, blue, lv 3, cost 3, HP 5, oz/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, deploy 1 [Tallgeese]((OZ)・AP4・HP2) Unit token. If it is your turn and a card with "Corsica Base" in its card name is in your trash, deploy 2 [Leo]((OZ)・AP1・HP1) Unit tokens instead.
Sinanju [ST03-001] | unit | set ST03, red, lv 6, cost 5, AP 5, HP 4, neo zeon | 【During Pair】This Unit gains . (This Unit can't be blocked.) During your turn, when this Unit destroys an enemy shield area card with battle damage, choose 1 enemy Unit. Deal 2 damage to it. Angelo's Geara Zulu [ST03-002] | unit | set ST03, red, lv 4, cost 3, AP 3, HP 3, neo zeon | 【Activate・Main】<Support 2> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
Geara Zulu [ST03-003] | unit | set ST03, red, lv 3, cost 2, AP 3, HP 2, neo zeon | - Gaza D (Sleeves) [ST03-004] | unit | set ST03, red, lv 2, cost 2, AP 2, HP 1, neo zeon | 【Activate・Main】<Support 2> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
Dra-C (Sleeves) [ST03-005] | unit | set ST03, red, lv 1, cost 1, AP 1, HP 2, neo zeon | - Char's Zaku Ⅱ [ST03-006] | unit | set ST03, green, lv 3, cost 2, AP 3, HP 2, zeon | 【Destroyed】Look at the top 3 cards of your deck. You may reveal 1 (Zeon)/(Neo Zeon) Unit card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Zaku Ⅰ [ST03-007] | unit | set BETA, green, lv 1, cost 1, AP 1, HP 2, zeon | - Zaku Ⅱ [ST03-008] | unit | set BETA, green, lv 2, cost 1, AP 1, HP 2, zeon | 【Attack】This Unit gets AP+2 during this turn.
Gouf [ST03-009] | unit | set ST03, green, lv 3, cost 3, AP 2, HP 3, zeon | 【Deploy】Deploy 1 rested [Zaku Ⅱ]((Zeon)・AP1・HP1) Unit token.
Full Frontal [ST03-010] | pilot | set ST03, red, lv 6, cost 1, neo zeon/cyber-newtype | 【Burst】Add this card to your hand.
【When Paired】You may deploy 1 (Neo Zeon)/(Zeon) Unit card that is Lv.4 or lower from your hand.
Char Aznable [ST03-011] | pilot | set BETA, green, lv 3, cost 1, zeon/newtype | 【Burst】Add this card to your hand.
【Attack】During this turn, this Unit gets AP+1 and, if it is a Link Unit, it gains <High-Maneuver>.
(This Unit can't be blocked.)
Indignation [ST03-012] | command | set ST03, red, lv 2, cost 1, neo zeon | 【Main】/【Action】Choose 1 friendly Unit. It gets AP+2 during this turn.
【Pilot】[Angelo Sauper]
Close Combat [ST03-013] | command | set ST03, red, lv 2, cost 2, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit. Deal 2 damage to it.
Close Combat [ST03-013-p3] | command | set ST06, red, lv 2, cost 2, - | 【Burst】Activate this card's 【Main】.
【Main】/【Action】Choose 1 enemy Unit. Deal 2 damage to it.
The Blue Giant [ST03-014] | command | set ST03, green, lv 4, cost 1, zeon | 【Action】Choose 1 friendly Unit. It can't receive battle damage from enemy Units with 2 or less AP during this battle.
【Pilot】[Ramba Ral]
Rewloola [ST03-015] | base | set ST03, red, lv 3, cost 2, HP 5, neo zeon/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, choose 1 enemy Unit with 5 or less AP. Deal 1 damage to it.
Falmel [ST03-016] | base | set BETA, green, lv 3, cost 2, HP 5, zeon/battleship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, deploy 1 rested [Char's Zaku Ⅱ]((Zeon)・AP3・HP1) Unit token.
Aile Strike Gundam [ST04-001] | unit | set ST04, white, lv 5, cost 4, AP 4, HP 4, earth alliance | (Rest this Unit to change the attack target to it.) 【When Paired・Lv.4 or Higher Pilot】Choose 1 enemy Unit with 4 or less HP. Return it to its owner's hand. Strike Gundam [ST04-002] | unit | set BETA, white, lv 4, cost 2, AP 3, HP 3, earth alliance | 【Deploy】Draw 1. Then, discard 1.
Moebius Zero [ST04-003] | unit | set ST04, white, lv 3, cost 2, AP 2, HP 4, earth alliance | - Moebius [ST04-004] | unit | set ST04, white, lv 1, cost 1, AP 1, HP 1, earth alliance | <Blocker> (Rest this Unit to change the attack target to it.)
Strike Dagger [ST04-005] | unit | set BETA, white, lv 2, cost 2, AP 3, HP 2, earth alliance | - Aegis Gundam [ST04-006] | unit | set ST04, red, lv 4, cost 3, AP 4, HP 3, zaft | 【Attack】If this Unit has 5 or more AP, choose 1 enemy Unit that is Lv.5 or higher. Deal 3 damage to it. Aegis Gundam (MA Mode) [ST04-007] | unit | set ST04, red, lv 4, cost 3, AP 3, HP 4, zaft | <Breach 3> (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Ginn [ST04-008] | unit | set ST04, red, lv 2, cost 1, AP 2, HP 2, zaft | - Miguel's Ginn [ST04-009] | unit | set ST04, red, lv 2, cost 2, AP 3, HP 1, zaft | 【During Pair】【Destroyed】If you have another Link Unit in play, draw 1.
Kira Yamato [ST04-010] | pilot | set BETA, white, lv 4, cost 1, earth alliance/coordinator | 【Burst】Add this card to your hand.
【Attack】Choose 1 enemy Unit. It gets AP-2 during this battle.
Athrun Zala [ST04-011] | pilot | set ST04, red, lv 4, cost 1, zaft/coordinator | 【Burst】Add this card to your hand.
【When Linked】During this turn, this Unit may choose an active enemy Unit that is Lv.5 or lower as its attack target.
Striker Pack [ST04-012] | command | set ST04, white, lv 4, cost 2, - | 【Burst】If you have no (Earth Alliance) Unit tokens in play, deploy 1 [Aile Strike Gundam]((Earth Alliance)・AP3・HP3・<Blocker>) Unit token.
【Main】If you have no (Earth Alliance) Unit tokens in play, deploy 1 [Sword Strike Gundam]((Earth Alliance)・AP4・HP2・<Blocker>) or 1 [Launcher Strike Gundam]((Earth Alliance)・AP2・HP4・<Blocker>) Unit token.
Hawk of Endymion [ST04-013] | command | set BETA, white, lv 2, cost 1, earth alliance | 【Main】/【Action】Choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand.
【Pilot】[Mu La Flaga]
The Magic Bullet of Dusk [ST04-014] | command | set ST04, red, lv 3, cost 1, zaft/coordinator | 【Main】/【Action】Choose 1 friendly Unit that is Lv.2 or lower. It gains <First Strike> during this turn.
(While this Unit is attacking, it deals damage before the enemy Unit.)
【Pilot】[Miguel Ayman]
Archangel [ST04-015] | base | set BETA, white, lv 3, cost 1, HP 5, earth alliance/battleship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】【Once per Turn】②:Choose 1 friendly Unit with <Blocker>. Set it as active. It can't attack during this turn.
Vesalius [ST04-016] | base | set ST04, red, lv 3, cost 1, HP 5, zaft/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:Choose 1 friendly Unit. It gets AP+1 during this turn.
Gundam Barbatos 4th Form [ST05-001] | unit | set ST05, purple, lv 6, cost 4, AP 4, HP 5, tekkadan/gundam frame | 【Deploy】Choose 1 of your other Units. Deal 1 damage to it. It gets AP+1 during this turn. While this is damaged, it gains . (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) Gundam Barbatos 2nd Form [ST05-002] | unit | set ST05, purple, lv 4, cost 2, AP 2, HP 4, tekkadan/gundam frame | While this Unit is damaged, it gets AP+2.
CGS Mobile Worker [ST05-003] | unit | set ST05, purple, lv 1, cost 1, AP 0, HP 2, tekkadan | 【Activate・Main】Rest this Unit:Choose 1 of your Units. Deal 1 damage to it. It gets AP+1 during this turn.
Graze Custom [ST05-004] | unit | set ST05, purple, lv 2, cost 1, AP 2, HP 2, tekkadan | - Gundam Gusion Rebake [ST05-005] | unit | set ST05, purple, lv 4, cost 3, AP 3, HP 4, tekkadan/gundam frame | 【Destroyed】Choose 1 enemy Unit with 4 or less AP. Rest it.
Hyakuren [ST05-006] | unit | set ST05, purple, lv 3, cost 2, AP 4, HP 3, teiwaz | - McGillis' Schwalbe Graze [ST05-007] | unit | set ST05, white, lv 4, cost 3, AP 4, HP 2, gjallarhorn | (Rest this Unit to change the attack target to it.) 【When Paired】Choose 1 enemy Unit that is Lv.3 or lower. It gets AP-2 during this turn. Graze Commander Type [ST05-008] | unit | set ST05, white, lv 3, cost 2, AP 3, HP 2, gjallarhorn | <Blocker> (Rest this Unit to change the attack target to it.)
Graze [ST05-009] | unit | set ST05, white, lv 2, cost 1, AP 2, HP 2, gjallarhorn | - Mikazuki Augus [ST05-010] | pilot | set ST05, purple, lv 4, cost 1, tekkadan/alaya-vijnana | 【Burst】Add this card to your hand.
【When Paired】Choose 1 of your Units and 1 enemy Unit. Deal 1 damage to them.
Akihiro Altland [ST05-011] | pilot | set ST05, purple, lv 3, cost 1, tekkadan/alaya-vijnana | 【Burst】Add this card to your hand.
【During Link】During your turn, when this Unit destroys an enemy Unit with battle damage, choose 1 (Tekkadan) Unit card that is Lv.2 or lower from your trash. Add it to your hand.
McGillis Fareed [ST05-012] | pilot | set ST05, white, lv 4, cost 1, gjallarhorn | 【Burst】Add this card to your hand.
【When Paired】If you have 2 or more other (Gjallarhorn)/(Tekkadan) Units in play, choose 1 enemy Unit with 3 or less HP. Rest it.
With Iron and Blood [ST05-013] | command | set ST05, purple, lv 2, cost 1, - | 【Main】/【Action】Choose 1 of your Units. Deal 1 damage to it. It gets AP+3 during this turn.
Fatal Strike [ST05-014] | command | set ST05, purple, lv 4, cost 2, - | 【Burst】Choose 1 enemy Unit. Deal 1 damage to it.
【Main】Choose 1 enemy Unit that is Lv.3 or lower. Destroy it.
Isaribi [ST05-015] | base | set ST05, purple, lv 3, cost 1, HP 5, tekkadan/warship | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:Choose 1 of your damaged Units. It gets AP+2 during this turn.
GQuuuuuuX (Omega Psycommu) [ST06-001] | unit | set ST06, red, lv 5, cost 3, AP 4, HP 4, clan | 【When Linked】If another friendly (Clan) Unit is in play, this gains during this turn. (While this Unit is attacking, it deals damage before the enemy Unit.) GQuuuuuuX (Omega Psycommu) [ST06-002] | unit | set ST06, red, lv 4, cost 3, AP 4, HP 2, clan | 【Deploy】If another friendly (Clan) Unit is in play, choose 1 enemy Unit. Deal 1 damage to it.
Gaia's Rick Dom (GQ) [ST06-003] | unit | set ST06, red, lv 2, cost 2, AP 2, HP 2, clan | 【Activate・Main】<Support 1> (Rest this Unit. 1 other friendly Unit gets AP+(specified amount) during this turn.)
Gelgoog (GQ) [ST06-004] | unit | set ST06, red, lv 2, cost 1, AP 2, HP 2, zeon | - Red Gundam [ST06-005] | unit | set ST06, green, lv 4, cost 3, AP 4, HP 3, clan | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【Attack】Choose 1 to 2 friendly (Clan) Units. They get AP+2 during this turn. Red Gundam [ST06-006] | unit | set ST06, green, lv 4, cost 2, AP 3, HP 4, clan | - Ortega's Rick Dom (GQ) [ST06-007] | unit | set ST06, green, lv 3, cost 2, AP 3, HP 2, clan | 【Deploy】Choose 1 of your other (Clan) Units. During this turn, it may choose an active enemy Unit with 3 or less AP as its attack target.
Sugai's Gelgoog (GQ) [ST06-008] | unit | set ST06, green, lv 3, cost 2, AP 3, HP 3, clan | - Amate Yuzuriha (Machu) [ST06-009] | pilot | set ST06, red, lv 4, cost 1, clan/newtype | 【Burst】Add this card to your hand.
【When Linked】Look at the top card of your deck. If it is a (Clan) card, you may reveal it and add it to your hand. Return any remaining card to the bottom of your deck.
Shuji Itō [ST06-010] | pilot | set ST06, green, lv 4, cost 1, clan/newtype | 【Burst】Add this card to your hand.
【During Link】【Attack】If you have a (Clan) Unit in play, look at the top card of your deck. Return it to the top or bottom of your deck.
Ruthless Tactics [ST06-011] | command | set ST06, red, lv 3, cost 1, clan | 【Main】/【Action】Choose 1 to 2 friendly (Clan) Units. They get AP+2 during this turn.
【Pilot】[Gaia (GQ)]
Schoolgirl and Smuggler [ST06-012] | command | set ST06, green, lv 1, cost 1, - | 【Main】Look at the top 3 cards of your deck. You may reveal 1 (Clan) Unit card/Pilot card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck.
Fierce Unity [ST06-013] | command | set ST06, green, lv 3, cost 1, clan | 【Action】Choose 1 to 2 friendly (Clan) Units. They can't receive battle damage from enemy Units that are Lv.2 or lower during this turn.
【Pilot】[Ortega (GQ)]
Clan Battle [ST06-014] | base | set ST06, red, lv 3, cost 1, HP 5, clan/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Activate・Main】Rest this Base:If a friendly (Clan) Link Unit is in play, choose 1 friendly Unit. It gets AP+2 during this turn.
Kaneban Co., Ltd. [ST06-015] | base | set ST06, green, lv 4, cost 2, HP 5, clan/stronghold | 【Burst】Deploy this card.
【Deploy】Add 1 of your Shields to your hand.
【Once per Turn】When a friendly (Clan) Unit links, it gains <Breach 3> during this turn.
(When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.)
Gundam Exia [ST07-001] | unit | set ST07, purple, lv 5, cost 4, AP 4, HP 4, cb/gn drive | At the end of your turn, if there are 7 or more (CB) cards in your trash, choose 1 of your Resources. Set it as active. 【When Paired】Place the top 2 cards of your deck into your trash. If you place a (CB) card with this effect, draw 1. Gundam Exia [ST07-002] | unit | set ST07, purple, lv 4, cost 2, AP 4, HP 3, cb/gn drive | - Gundam Virtue [ST07-003] | unit | set ST07, purple, lv 5, cost 3, AP 5, HP 4, cb/gn drive | - Gundam Virtue [ST07-004] | unit | set ST07, purple, lv 3, cost 2, AP 3, HP 3, cb/gn drive | While you have a (CB) Pilot in play, this Unit gains . (Rest this Unit to change the attack target to it.) Gundam Dynames [ST07-005] | unit | set ST07, green, lv 4, cost 3, AP 2, HP 4, cb/gn drive | During your turn, when this Unit destroys an enemy Unit with battle damage, this Unit recovers 2 HP. 【During Link】This Unit gets AP+2. Gundam Dynames [ST07-006] | unit | set ST07, green, lv 3, cost 2, AP 3, HP 3, cb/gn drive | - Gundam Kyrios [ST07-007] | unit | set ST07, green, lv 3, cost 2, AP 2, HP 3, cb/gn drive | During your turn, while you have a (CB) Pilot in play, this Unit gets AP+2. Gundam Kyrios (Flight Mode) [ST07-008] | unit | set ST07, green, lv 2, cost 2, AP 3, HP 1, cb/gn drive | - Setsuna F. Seiei [ST07-009] | pilot | set ST07, purple, lv 4, cost 1, cb | 【Burst】Add this card to your hand. 【Attack】This Unit gets AP+1 during this turn. If there are 7 or more (CB) cards in your trash, all your (CB) Units get AP+1 instead. Tieria Erde [ST07-010] | pilot | set ST07, purple, lv 4, cost 1, cb/innovade | 【Burst】Add this card to your hand. 【Destroyed】If it is your opponent's turn and this is a (CB) Unit, draw 1. Lockon Stratos (Neil) [ST07-011] | pilot | set ST07, green, lv 4, cost 1, cb | 【Burst】Add this card to your hand. 【When Paired】If this is a (CB) Unit, it may choose an active enemy Unit whose Lv. is equal to or lower than this Unit as its attack target during this turn. Allelujah Haptism [ST07-012] | pilot | set ST07, green, lv 3, cost 1, cb/super soldier | 【Burst】Add this card to your hand. During your turn, while you have a (CB) Link Unit in play, this Unit can't receive battle damage from enemy Units with 3 or less AP. Armed Intervention [ST07-013] | command | set ST07, purple, lv 4, cost 1 | 【Burst】Draw 1. 【Action】Choose 1 rested friendly (CB) Unit. Change the attack target of the battling enemy Unit to it. Tactical Visionary [ST07-014] | command | set ST07, green, lv 1, cost 1 | 【Main】Look at the top 3 cards of your deck. You may reveal 1 (CB) Unit card/Pilot card among them and add it to your hand. Return the remaining cards randomly to the bottom of your deck. Ptolemaios [ST07-015] | base | set ST07, purple, lv 2, cost 1, HP 5, cb/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. While a rested friendly (CB) Unit is in play, this Base can't receive damage from enemy Units that are Lv.3 or lower, other than Unit tokens. Ξ Gundam [ST08-001] | unit | set ST08, red, lv 9, cost 8, AP 5, HP 5, mafty | While you have no Units that are Lv.6 or higher in play, this card in your hand gets Lv. -1 and cost -1 for each enemy Unit in play. 【When Paired】Choose 1 enemy Unit with the highest Lv. Deal 3 damage to it. Ξ Gundam [ST08-002] | unit | set ST08, red, lv 5, cost 4, AP 4, HP 4, mafty | 【Deploy】Choose 1 enemy Unit. Deal 1 damage to it. Messer (Type-F Naked) (Commander Type) [ST08-003] | unit | set ST08, red, lv 4, cost 2, AP 4, HP 3, mafty | - Messer Type-F01 [ST08-004] | unit | set ST08, red, lv 2, cost 2, AP 2, HP 1, mafty | 【Attack】If this Unit is attacking an enemy Unit, choose 1 enemy Unit. Deal 1 damage to it. Messer Type-F02 Minelayer [ST08-005] | unit | set ST08, red, lv 3, cost 2, AP 4, HP 3, mafty | - Penelope [ST08-006] | unit | set ST08, blue, lv 7, cost 6, AP 5, HP 5, earth federation | 【During Pair】【Attack】【Once per Turn】If this Unit is attacking the enemy player, reveal 1 (Earth Federation) Unit card from your hand. Return it to the bottom of your deck. If you do, draw 2. Penelope [ST08-007] | unit | set ST08, blue, lv 5, cost 3, AP 5, HP 4, earth federation | - Gustav Karl Type-00 [ST08-008] | unit | set ST08, blue, lv 3, cost 3, AP 3, HP 4, earth federation | While 3 or more enemy Units are in play, this Unit gains . (Rest this Unit to change the attack target to it.) Jegan Ground Type-A (Man Hunter) [ST08-009] | unit | set ST08, blue, lv 1, cost 1, AP 0, HP 1, earth federation | 【Deploy】Choose 1 rested enemy Unit that is Lv.2 or lower. It won' t be set as active during the start phase of your opponent' s next turn. Hathaway Noa [ST08-010] | pilot | set ST08, red, lv 4, cost 1, mafty/newtype | 【Burst】Add this card to your hand. 【When Paired】If this is a (Mafty) Unit, choose 1 of your (Mafty) Units. During this turn, it may choose a damaged active enemy Unit as its attack target. Lane Aim [ST08-011] | pilot | set ST08, blue, lv 4, cost 1, earth federation | 【Burst】Add this card to your hand. When you draw with an effect, if this is a blue Unit, it gains during this turn. (This Unit can' t be blocked.) Words for Hathaway [ST08-012] | command | set ST08, red, lv 3, cost 1, mafty | 【Main】Choose 1 friendly Link Unit. It gains during this turn. (When this Unit' s attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent' s shield area.) 【Pilot】[Gawman Nobile] Lady Luck [ST08-013] | command | set ST08, red, lv 5, cost 1 | 【Main】/【Action】Choose 1 enemy Unit. Deal 1 damage to it. If a friendly (Mafty) Link Unit is in play, deal 2 damage instead. Valiant [ST08-014] | base | set ST08, red, lv 2, cost 1, HP 5, mafty/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, choose 1 of your Units. It gets AP+2 during this turn. Davao [ST08-015] | base | set ST08, blue, lv 3, cost 1, HP 5, earth federation/stronghold | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. 【Activate・Main】【Once per Turn】②:Choose 1 of your Units. It recovers 2 HP. Impulse Gundam [ST09-001] | unit | set ST09, purple, lv 3, cost 2, AP 3, HP 3, zaft/minerva squad | 【Activate・Main】②, return this Unit to the bottom of its owner's deck:Choose 1 Unit card with "Impulse Gundam" in its card name that is Lv.4 or higher from your trash. Deploy it. Force Impulse Gundam [ST09-002] | unit | set ST09, purple, lv 5, cost 4, AP 5, HP 4, zaft/minerva squad | 【Destroyed】Choose 1 (Minerva Squad) Unit card without "Force Impulse Gundam" in its card name from your trash. Add it to your hand. Saviour Gundam [ST09-003] | unit | set ST09, red, lv 6, cost 5, AP 5, HP 4, zaft/minerva squad | (When this Unit's attack destroys an enemy Unit, deal the specified amount of damage to the first card in that opponent's shield area.) 【When Linked】If there are 5 or more purple cards in your trash, deal 2 damage to all Units with 5 or less AP. Freedom Gundam [ST09-004] | unit | set ST09, white, lv 6, cost 5, AP 4, HP 5, orb | (Rest this Unit to change the attack target to it.) While a friendly Base in play, this Unit gains . (Damage to Shields by an attack is dealt to the first 2 cards simultaneously.) Zaku Warrior [ST09-005] | unit | set ST09, purple, lv 2, cost 1, AP 2, HP 2, zaft/minerva squad | - Sword Impulse Gundam [ST09-006] | unit | set ST09, purple, lv 4, cost 2, AP 4, HP 2, zaft/minerva squad | 【Deploy】If you deploy this Unit from your trash, choose 1 enemy Unit that is Lv.3 or lower. Destroy it. Blast Impulse Gundam [ST09-007] | unit | set ST09, purple, lv 5, cost 3, AP 5, HP 3, zaft/minerva squad | (Rest this Unit to change the attack target to it.) Shinn Asuka [ST09-008] | pilot | set ST09, purple, lv 4, cost 1, zaft/minerva squad/coordinator | 【Burst】Add this card to your hand. 【Attack】If this is a (Minerva Squad) Unit, choose 1 of your Resources. Set it as active. Giant Killing [ST09-009] | command | set ST09, purple, lv 4, cost 3 | 【Main】/【Action】Choose 1 active enemy Unit with 4 or less AP. Destroy it. Minerva [ST09-010] | base | set ST09, purple, lv 2, cost 1, HP 5, zaft/minerva squad/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, if it is your turn, look at the top 2 cards of your deck and return 1 to the top. Place the remaining card into your trash. Zeta Gundam (EX) [ST10-001] | unit | set ST10, blue, lv 7, cost 6, AP 5, HP 5, g generation | When this Unit destroys an enemy shield area card with battle damage, set it as active. It can't choose the same enemy player or enemy team as its attack target during this turn. Zeta Gundam [ST10-002] | unit | set ST10, blue, lv 5, cost 4, AP 4, HP 4, g generation | 【Deploy・Development 2】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 enemy Unit with 4 or less HP. Rest it. Gundam Mk-II (AEUG) [ST10-003] | unit | set ST10, blue, lv 2, cost 2, AP 2, HP 2, g generation | - Super Gundam [ST10-004] | unit | set ST10, blue, lv 4, cost 3, AP 3, HP 4, g generation | (At the end of your turn, this Unit recovers the specified number of HP.) Nemo [ST10-005] | unit | set ST10, blue, lv 2, cost 1, AP 2, HP 2, g generation | - Phoenix Gundam (Power Unleashed) (EX) [ST10-006] | unit | set ST10, white, lv 5, cost 3, AP 4, HP 4, g generation | 【During Pair】During your turn, when this Unit destroys an enemy Unit with battle damage, choose 1 enemy Unit with 3 or less HP. Return it to its owner's hand. Gundam Barbatos 4th Form [ST10-007] | unit | set ST10, white, lv 6, cost 5, AP 4, HP 5, g generation | 【When Linked・Development 2】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Choose 1 Command card that is Lv.4 or lower from your trash. Add it to your hand. Gundam Barbatos 1st Form [ST10-008] | unit | set ST10, white, lv 4, cost 3, AP 4, HP 3, g generation | 【Deploy・Development 2】You may exile the specified number of (G Generation) cards in your trash from the game. If you do, activate the following effect: ■Draw a number of cards equal to the number of enemy players. Then, discard the same number of cards you drew with this effect. Graze Duel Type [ST10-009] | unit | set ST10, white, lv 3, cost 2, AP 2, HP 3, g generation | (Rest this Unit to change the attack target to it.) Mobile Worker (Tekkadan) [ST10-010] | unit | set ST10, white, lv 2, cost 2, AP 2, HP 1, g generation | (Rest this Unit to change the attack target to it.) Kamille Bidan [ST10-011] | pilot | set ST10, blue, lv 4, cost 1, g generation/attack | 【Burst】Add this card to your hand. 【When Linked】If 2 or more rested Units are in play, choose 1 enemy Unit whose Lv. is equal to or lower than this Unit. Rest it. Mark Guilder [ST10-012] | pilot | set ST10, white, lv 4, cost 1, g generation/support | 【Burst】Add this card to your hand. 【When Paired】Choose 1 enemy Unit that is Lv.5 or lower. It gets AP-2 during this turn. Tactical Training [ST10-013] | command | set ST10, blue, lv 3, cost 1 | 【Burst】Add this card to your hand. 【Main】/【Action】Choose 1 (G Generation) Unit that is Lv.5 or higher. It recovers 2 HP and gets AP+2 during this turn. Unlocking the Development Diagram [ST10-014] | command | set ST10, blue, lv 4, cost 4 | When playing this card from your hand, you may discard 1 (G Generation) Unit card. If you do, play this card as if it has 2 Lv. and cost. 【Main】Draw 2. Diffuse Beam Cannon [ST10-015] | command | set ST10, white, lv 3, cost 1, g generation/durability | 【Action】If a friendly (G Generation) Unit is in play, choose 1 enemy Unit. It gets AP-3 during this battle. 【Pilot】[Claire Heathrow] Luna Mana & Carry Base [ST10-016] | base | set ST10, blue, lv 4, cost 1, HP 5, g generation/warship | 【Burst】Deploy this card. 【Deploy】Add 1 of your Shields to your hand. Then, all friendly (G Generation) Units recover 1 HP. Gundam [T-001] | unit | set ST01, lv 0, cost 0, AP 3, HP 3, white base team | - Guncannon [T-002] | unit | set ST01, lv 0, cost 0, AP 2, HP 2, white base team | - Guntank [T-003] | unit | set ST01, lv 0, cost 0, AP 1, HP 1, white base team | - Leo [T-004] | unit | set T, blue, lv 0, cost 0, AP 1, HP 1, oz | - Tallgeese [T-005] | unit | set T, blue, lv 0, cost 0, AP 4, HP 2, oz | - Char's Zaku Ⅱ [T-006] | unit | set ST03, lv 0, cost 0, AP 3, HP 1, zeon | - Zaku Ⅱ [T-007] | unit | set ST03, lv 0, cost 0, AP 1, HP 1, zeon | - Aile Strike Gundam [T-008] | unit | set T, lv 0, cost 0, AP 3, HP 3, earth alliance | - Launcher Strike Gundam [T-009] | unit | set T, lv 0, cost 0, AP 2, HP 4, earth alliance | - Sword Strike Gundam [T-010] | unit | set T, white, lv 0, cost 0, AP 4, HP 2, earth alliance | - Fatum-00 [T-011] | unit | set GD01, lv 0, cost 0, AP 2, HP 2, triple ship alliance | (Rest this Unit to change the attack target to it.) Daughtress [T-012] | unit | set T, red, lv 0, cost 0, AP 0, HP 1, new une | - Hy-Gogg [T-013] | unit | set GD03, lv 0, cost 0, AP 2, HP 1, zeon | - Ad Balloon [T-014] | unit | set GD03, lv 0, cost 0, AP 0, HP 1, civilian | This Unit can't be set as active or paired with a Pilot. CGS Mobile Worker [T-015] | unit | set GD03, lv 0, cost 0, AP 1, HP 1, tekkadan | - Graze Custom [T-016] | unit | set GD03, lv 0, cost 0, AP 2, HP 2, tekkadan | - Gundam Barbatos 4th Form [T-017] | unit | set GD03, lv 0, cost 0, AP 4, HP 4, tekkadan | - Red Gundam [T-018] | unit | set GD03, lv 0, cost 0, AP 2, HP 3, clan | - GQuuuuuuX (Omega Psycommu) [T-019] | unit | set GD03, lv 0, cost 0, AP 3, HP 2, clan | - GFreD [T-020] | unit | set GD03, lv 0, cost 0, AP 4, HP 3, zeon | - Parts [T-021] | unit | set GD04, lv 0, cost 0, AP 1, HP 1, league militaire | This Unit can't choose the enemy player as its attack target. Wire-Guided Arm [T-022] | unit | set GD04, lv 0, cost 0, AP 2, HP 1, zeon | This Unit can't be paired with a Pilot. Zeong (Head) [T-023] | unit | set GD04, lv 0, cost 0, AP 3, HP 1, zeon | - Alvaaron [T-024] | unit | set GD04, lv 0, cost 0, AP 4, HP 1, un | - Gundam Exia [T-025] | unit | set EB01, lv 0, cost 0, AP 2, HP 2, g generation | - Gundnode [T-026] | unit | set GD05, lv 0, cost 0, AP 2, HP 2, quiet zero | (During your turn, when this Unit destroys an enemy Unit with battle damage, deal the specified amount of damage to the first card in that opponent's shield area.) Pluma [T-027] | unit | set GD05, lv 0, cost 0, AP 2, HP 1, calamity war | -