# 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.